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Trissociate [3.5 Base Class] (PEACH)

Ever wanted to play a supporting Dragon Shaman who also has a few Sorcerer spells from his draconic ancestry? A Soulknife that DOESN'T make the Psychic Warrior point and laugh? Or perhaps something more esoteric, like a Battle Angel?

While it is possible to construct such characters, blending multiple classes which do not have dual progression PrC or feat support tends to give suboptimal results. Similiarly, using high LA monster races or templates usually sucks up so many levels that the character has a hard time being viable. And both cannot be done at low levels.

The Trissociate tries to get around these restrictions by breaking down the various iconic base classes, into fragments of their class features. It also converts various common monster archetypes into abilities that scales as you level. Ultimately, it lets you pick and choose these various components to create a mix that suits your unique character.

This approach can also be used as a 'fix' for various lower tier base classes. In essence, you can take Associations that emulate existing base classes, and add other (usually stronger) features on top of it. Various suggestions on how to recreate certain base classes are listed below:

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Base Class

Suggested Associations

Dragon Shaman

Dragon Shaman, Half-Dragon, Sorcerer/Invocations

Knight

Knight, Animal Companion, Martial Initiator

Monk

Weaponmaster (Unarmed), Martial Sage, Shadow-Adept

Paladin

Paladin, Magical Companion, Magic Dilettante (Cleric)

Spellthief

Rogue, Spellthief, Magic Dilettante (Wizard)

Soulknife

Soulknife, Psionic-Blooded (Egoist), Weaponmaster (Mindblade)

For a quick and rather simplistic overview, you might want to look at the Sample Trissociates: Ninja Wizard and Dhampir.

For DMs whose players are requesting to play this class:

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This class is massive. There is a lot of text and tables, so I would not recommend going through everything, unless you have a lot of free time, and enjoy reading this sort of thing. Nor is reading everything necessary. For the most part, you just need to read the overall class outline (Class Features and Learnable Mastery Talents), and then zoom in on whatever Focus and Associations that your player has selected.

In fact, if possible, ask your player to compile a summary table on the level progression of what the Class Features of his planned Trissociate will be (such as the Sample Trissociate at the end). This should be easy enough with the EZ-Trissociate auto-compilation program (see below). Everything else can be safely ignored, for the purposes of determining if this class will break your campaign.

Note: This class underwent a major balance update on 10 May 2014, so try to use versions later than this.

For players who want their DMs to approve this class:

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In general, DMs are highly wary of Homebrew, since some of it is (admittedly) highly game-breaking. Consequently most DMs are likely to reject a class which they do not understand, and one of the great barriers to understanding any class is having to read through the walls of text. As such, I recommend generating a simplified summary of your proposed Trissociate, and then asking for approval based on that. This summary should be easy to make with the EZ-Trissociate program below. If you have problems with EZ-Trissociate, you can send drop me a request with your desired Focus/Associations, and I can help you compile it.

The EZ-Trissociate compiler has a "_Null" association that contains no class features. You can use this to generate a Trissociate with just 2 Associations (or even just 1). This was included in case you want to replace one of the Associations with another one that is not officially included in EZ-Trissociate (e.g. Bloodlines). You can also use a "Bissociate", for lower powered games, or if your DM feels a Trissociate with 3 Associations is too powerful for his game.

EZ-Trissociate
This is a prototype program that contains all my created Associations, as of the given date stamp (YYYYMMDD format). Note that it needs at least Java 1.6 (or Java 6 depending on which form of versioning you use) to run. It will prompt you to select 1 Focus, 1 primary, and 2 secondary associations through simple console prompts. Then it will automatically compile your selection for you! It outputs 2 files as follows:
1) The first file is a HTML file (which you can then print for reference, or e-mail to your DM).
2) The second is a TXT file formatted into GITP forum posting code. Note that due to differences in how Linux and DOS/Windows handles linebreaks, the TXT file will look as if there are no linebreaks, if you open it in notepad. But rest assured they are there, just that notepad does not display them properly. You will see them when you copy-paste the code onto the forum, or open the TXT file with Wordpad or Microsoft Office.

Online Version:
Sajro is kindly hosting an online version of my code, which can be found here. It will generate the files for you, and let you download them. Files are deleted after 2 minutes.

EXE Instructions:
Latest Version (8 Jul 2014): Windows Executable
1) When you click on the download link, it asks you what do you want to do with the file
2) Save the file to any location you want, within your computer
3) Go to that location, find the file
4) Right click on it, and then click on "properties".
5) Go to "Compatability" tab, and ensure that "Run this program as administrator" is checked.
6) Click "OK" to save changes, and close the "properties" window
7) Run the executable by double clicking on it.
8) Windows might ask you if you want to let it make changes to your computer. Click yes, as it needs disk write permission to generate the files.
9) It should ask you to select your Focus + Associations
10) After inputting your choices, it should generate the HTML and TXT within the same folder, and close itself.

If you do not get a HTML file, try these alternate set of instructions:
7) Open DOS prompt, and go to the location where you saved the file
8) Manually call the executable through DOS.
9) Even if this does not work, it will at least print a nice error message telling you why it isn't working.

There is also a JAR version for Mac/Unix users (although window users who have problems with the executable can also give it a try). If you are having problems downloading either of these files from Mediafire, you can alternatively get them from my OneDrive Mirror.

JAR Instructions:
1) When you click on the download link, it asks you what do you want to do with the file
2) Save the file to any location you want, within your computer
3) Open the terminal console and go the directory where the JAR file is kept.
4) Enter the following (where YYYYMMDD is the 8 digit date stamp):

Code:

java -jar EZ_TrissociateYYYYMMDD.jar

5) It should ask you to select your Focus + Associations
6) After inputting your choices, it should generate the HTML and TXT file within the same folder, and close itself.

If you experience any difficulties, please let me know. Chances are you're not the only one who is having them. Kindly provide following details on the error:
*Whether you are using the EXE or JAR
*What is your operating system (Windows 7? Windows XP? Mac? Linux?)
*What is the error that occurs (e.g. does it ask you for Focus + Associations, but does not generate a file thereafter?)

This is a repost as the First Version was locked. And I decided to rename it from Generalist to Trissociate. The aim was to make this approximately Tier 3 or 4 (give or take 1 Tier depending on selected Associations and level of optimization), so it *probably* should not break any campaigns.

This Class has a total of 3 associations (hence its name) and 1 focus. In order to minimize dead levels, the Class features for the Primary Association and the Focus are on odd levels. Whereas the Class Features for the Secondary Associations are on even levels. The Class capstone then, is the Associate level 19 capstone abilities of his Secondary Associations.

This project can also be considered my *fix* for lower tier classes (e.g. Paladin, Dragon Shaman, Soulknife etc). The Trissociate lets you access their basic class features, and then stack other stuff on top of it to make a character that is reasonably competent.

For the various associations, and especially for spellcasters, the Mastery Point recovery system provides a means to recover limited use abilities in between daily fights, so as to minimize 15-Minute Adventuring Day syndrome. At the same time, the option to accelerate recovery at higher point cost lets them 'nova' (so to speak) when they really need to.

While constructing this Class, I realized that there were many Associations which were dependent on Charisma. Hence in order to give the Intelligence and Wisdom based Associations a boost, I have included various "Insightful" feats to enable a given Association that is based off Charisma to use Intelligence or Wisdom instead.

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Edit History

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29 Jun 12
-Added note to Chosen Energy Resistance so that multiple Resistance from different associations will stack. This makes Associations that provide Energy Resistance more compatible with each other. (So you could blend together a Half-Farspawn/Half-Fiend without worrying about overlapping Energy Resistance).
-Similiarly, Shadow Cold Resistance reworded to Chosen Energy Resistance with just 1 choice, to allow it to stack with other Chosen Energy Resustance.
-Added an Adaptation note to Animal Companion to allow its possible use with other creatures.
-Celesial and Farspawn Energy Resistance expanded to cover the 4 basic elements (Fire, Cold, Electricity, Acid)
-Renamed Marshal to Marshal Aura association.
-Added name of Association to Recover Spell and SLA talents, so that it is clear which association the talent applies to.
-Elemental Strike given some equipment support by allowing warlock gear to apply to it.

2 Jul 12
-Added Cirno sample.

9 Jul 12
-Addded Erudite, Wu Jen and Shugenja associations.

1 Aug 12
-Added Half-Molydeus

16 Jan 13
-Half-Undead Damage Reduction is now Silver and Magic
-Added Half-Alu-Demon
-Some tweaks to the EZ-Trissociate program to include text on Proficiencies and Focus Features, as well general Trissocate Text at the end. The goal is to make the HTML page as self contained as possible.

30 Jan 2013
-Added Scout Association. To prevent confusion with the Scout Focus, the Scout Focus has been renamed to Stalker (and Stalker Focus has been renamed to Expert). Also, Skrimisher Focus has been renamed to Mobility.
-Removed the Cooldown Sublime Association
-Revised Rogue Association: It has lost 1 special ability in exchange for Trap Sense +5. This now allows Rogue Associates to trade in their Trap Sense for the Penetrating Strike ACF from Dungeonscape.

26 Apr 2014
-Massive Overhaul of thread structure to make more space for new Associations
-Added Divine-Blooded and Worm that Walks
-Added Kathodos for Mythos

27 Apr 2014
-Worm that walks given Blindsense/Blindsight and Flanking immunity
-Text for other Blindsense/Blindsight and Flanking immunity revised to allow stacking

2 May 2014
-Ardent has given a significant boost. Now has 2 mantles, and can learn 15 powers in all.
-Wizard and Archivist no longer have Bonus feat or Scribe Scroll
-Archivist now automatically gets the benefit of Academic Priest
-Totemist and Incarnates: Reduce final Soulmelds to 2.
-Beguiler, Dread Necromancer, Warmage added
-Mythos: Bellator added

4 May 2014
-Mental BAB reduced to low (also the text had a leftover artifact on perfect armored caster which has now been removed)
-Battle and Skill Focus final Mastery Points reduced to 20
-Elemental Savant and Worm that Walks now have a 1 point Elemental/Vermin Strike as a starter ability. They also have 'Combination Strike' feat to combine their strike with other spells/spell like abilities
-Added Fighter, Eldritch Blast and Magic Dilettante
-Invocation revised to accommodate Eldritch Blast
-Soulknife now has 'Rapid Reshape Mindblade Abilities' talent:
-Ozodrin now has 'Rapid Form Reshape' talent

6 May 2014
-Eldritch Blast has been significantly beefed up. Now with additional (and hopefully balanced) Blast Essences and Shapes
-Magic Dilettante has had its final Dilettante Points increased slightly
-Half-Dragon: Rearrange when they get what, energy immunity now comes in much earlier
-Half-Anarchic: Fast Healing amount has been reduced
-Shadowcaster added
-Turn/Rebuke Undead now have insightful feat to support for Int/Wis based priests (or those who want to mimic opportunistic piety). In line with Bone Talisman, Emergency Turning now costs 2 Mastery points

10 May 2014
-All Manifesters now get 1/4 their normal bonus power points
-Spellcasters now get bonus spell slots based on point system
-Extra Mystery uses also follows bonus spell slots
-Favored Soul and Spirit Shaman now have Charismatic feat support to restore SAD
-Ozodrin has had some minor changes. Mostly removal of text and replacing it with "refer to original ozodrin".
-Added Extra Mastery points feat (+2 each time it is taken)
-Added Wilder
-Added Evolutionist

13 May 2014
-A whole bunch of minor grammar and formatting changes
-Added Shaman and Maho-Tsukai
-Added Machiavellian (Amechra has given approval)
-Added Monacan (submitted by original creator)
-Added Combat Medic and Xenoalchemist (Kellus has not logged on in 5 Jan 2014)

13 Jun 2014
-Psionic-Blooded has been redone. The changes make it easier to augment PLAs now
-Magic Dilettante can now cast SLAs with XP cost, but must pay the XP cost
-Martial Adepts now have Copy Maneuver
-Spellthief feats updated

Re: Trissociate [3.5 Base Class] (PEACH)

The Trissociate
At the start of their career, most individuals have committed themselves to a particular occupation- some are trained in force of arms, some have mastered the arts of stealth and shadow, and still others learn to channel magic or psionics. But not a Trissociate. Rather than dedicating himself to any one specialty, Trissociates have instead picked up a mish-mash of abilities throughout their lives.

The Trissociate is difficult to define. Depending on what are his Focus and Associations, he may be virtually anybody... or anything! A monstrous warrior, a skilled assassin, or (most commonly) a hybrid jack of all trades. And unlike the Chameleon who can change his abilities each day, a Trissociate's talents remain more or less the same throughout his career, with chosen abilities varying among individual Trissociates.

Making a TrissociateAbilities: Depending on his chosen combat style, an Trissociate may (or may not) require high strength or dexterity to fight well, if he opts to specialize in fighting at all. As with any other class, a Trissociate can make use of a decent constitution score. And depending on his magical or psionic abilities, he may want a high Intelligence, Wisdom or Charisma score, and sometimes even all three.

Races: Any race can become an Trissociate. No one race can claim a monopoly on the capacity to develop multiple talents. Although the inclination for such varied learning tends to be more prevalent among well-schooled nobles.

Alignment: Trissociates can be of any alignment. Although certain Associations may require a particular Trissociate to be of a certain alignment.

A Trissociate's class features depend largely on which Focus and Associations he picked- simply knowing that someone is an Trissociate tells you very little about what he or she can actually do.

Weapon and Armor Proficiency: A Trissociate is proficient with all simple weapons, light armor, and all shields (except for tower shields).

Chosen Focus (Ex): On taking his first level in the class, a Trissociate selects 1 Focus from the list below. This Focus selection is permanent and cannot be changed, barring special and intensive retraining (read: DM fiat). This focus determines amongst other things: his Base Attack Bonus, his good save, and his Focus Feature.

Chosen Associations (Ex): On taking his first level in the class, a Trissociate selects 1 Primary Association, and 2 Secondary Associations from the list below. This selection is permanent and cannot be changed, barring special and intensive retraining (read: DM fiat). Secondary Associations provide starter abilities even at first level.

Focus Feature: These are features that depend on his selected focus, and are detailed further below.

Chosen Save (Ex): Depending on the Focus he has picked, a Trissociate has one of his saves become good (Fortitude for Battle, Reflex for Skill, Will for Mental). Besides this Focus Save, he may pick a second save to have good progression. His third save then has poor progression, unless modified by one of the Trissociate selected Associations.

Mastery Points (Ex): A Trissociate has a pool of Mastery points, which he can use to augment his abilities in various ways (depending on his selected Focus and Associations). A Trissociates has a maximum number of Mastery points as listed in the table above. He can restore 1/8 of his pool (rounded up) for each hour of rest he takes. Hence he can completely restore his pool by resting for 8 hours, but even if his rest is interrupted, his Mastery points will be partially restored. Unless otherwise stated, any usage of his Mastery points is considered an Extraordinary ability. Additionally, he qualifies for the following feat:

Extra Mastery PointsRequirements: Mastery Points class featureBenefit: You gain 2 bonus Mastery points.Special: You can take this feat multiple times, gaining an additional 2 Mastery points each time. You may buy this feat with Focus Features.

Mastery Meditation (Ex): A Trissociate can focus his mind to replenish the various spent abilities he gains from his Associations, usually (but not always) spending Mastery points in the process. Entering Mastery Meditation simply requires 5 minutes of concentration. Mastery Meditation ends when the Trissociate wants it to, although it also automatically ends whenever the Trissociate takes damage.

While in Mastery Meditation, a Trissociate can freely channel as many Mastery points as he posesses, to recovering his Association's abilities. He cannot willingly move from his position, although he can be moved by others (e.g. if he is sitting on a cart), and as such is considered flat-footed while Meditating. Otherwise he can take any action he normally could, including casting spells.

Adaptation: There are some character concepts for whom meditation might not be an appropriate activity. In these cases, you can replace Mastery Meditation with 5 minutes of some other suitable non-combat activity. For example, a pious character might pray for 5 minutes. Other possible activities include: martial exercises, polishing equipment, singing and dancing on the spot, howling (at the moon), or even simply resting.

Trissociate Bonus (Ex): Many Mastery Talents (both learnt and automatic) provide a numerical bonus to a particular ability. The numerical bonus is based on the Trissociate bonus, which gradually improves as indicated, when the Trissociate advances.

Armored Caster (Ex): When casting spells, invocations, and other similiar abilities that might be affected by Arcane Spell Failure which he gains from his Associations, a Trissociate can ignore Arcane Spell Failure from light armor, but not from shields. (Unless otherwise stated, Spell Like Abilites work normally and hence do not suffer from Arcane Spell Failure at all.)

Learnt Mastery Talents (Ex): A Mastery Talent is a trick that costs Mastery points, and which a Trissociate can use to augment himself in some way. Some Mastery Talents are automatically known depending on his selected Associations (see Associations below). Whereas other must be learnt. This column indicates the number of Learnable Mastery Talents which a Trissociate knows.

Multiclassed Trissociates
If you are taking the Trissociate Base Class, you should not need to multiclass any further, since you can already customize your abilities quite extensively. However, there are certain situations where your Trissociate level is lower than your ECL (e.g. if you are using a Race with RHD). Under such circumstance, you may want to take the following feat:

Learnable Mastery Talents
There are 2 types of Mastery Talents. Learnable Talents are gained according to the table above. Automatic Talents are automatically given, when a Trissocate selects specific Associations (detailed in the Associations section below). Whenever a Trissociate can learn a new Learnable Mastery Talent, he selects one talent from the list below. This selection is permanent and cannot be changed, barring special and intensive retraining (read: DM fiat). Unless otherwise stated, all Learnable Mastery Talents are extraordinary abilities that are activated as a free action, and which do not require Mastery Meditation. The bonus each provides is an untyped bonus which stacks with everything else, but not with itself (so the same talent cannot be applied repeatedly).

Save Boost: A Trissociate may spend 1 Mastery point as a free action to add his Trissociate bonus to all his saving throws. He can activate this talent even when it is not his turn. The effect lasts for 1 minute/Trissociate level.

Fast Heal: A Trissociate may spend 1 Mastery point as a free action, to gain fast healing equal to half his Trissociate level (round down, minimum 1), for 5 rounds. This fast healing stacks with one other source of fast healing of his choice (changeable every round). He may choose to activate this ability even when he is dying, which automatically stabilizes him.

E.g. Lets say a level 7 Trissociate (half Trissociate level round down is 3) is under the effect of the vigor spell which grants him Fast Healing of 2. He can activate his Trissociate Bonus Fast Healing of 3 points. He can choose to stack his Trissociate Fast Healing on top of the vigor spell for a total of 5 points of Fast Healing.

Attack Boost: A Trissociate may spend 1 Mastery point as a free action to gain +1 to all attack rolls. The effect lasts for 1 minute/Trissociate level.

Speed Boost: A Trissociate may spend 1 Mastery point as a free action to increase his speed for all modes of movement. The speed increase so gained, is equal to his Trissociate bonus multiplied by 5 ft. The effect lasts for 1 minute per Trissociate level.

Skill Boost: Whenever he makes a skill check, a Trissociate may spend 1 Mastery point to gain a bonus equal to half his Trissociate level (round down, minimum 1) to that single skill check, regardless of how long the check takes (e.g. a Gather Information check may take several hours). He may also apply this bonus when he is taking 10 or 20 to that skill check (provided circumstances allow him to take 10 or 20 in the first place).

Penetration: Whenever a Trissociate uses a spell, spell-like-ability, invocation, psionic power, psi-like-ability or soulmeld obtained from his Associations, he may spend 1 Mastery point as part of the casting / manifesting / invoking action, to add his Trissociate Bonus to caster, manifester, invoker or meldshaper level rolls, for the purpose of overcoming spell or power resistance.

Resilience: Whenever a Trissociate uses a spell, spell-like-ability, invocation, psionic power, psi-like-ability or soulmeld obtained from his Associations, he may spend 1 Mastery point as part of the casting / manifesting / invoking action, to add his Trissociate Bonus to Dispel DC, making the effect harder to dispel. He can also apply this to the effective meldshaper level of his soulmelds, for the purposes of resisting suppression checks (e.g. Dispel Magic) and unshaping checks (Unshape Soulmeld and Soulmeld Disjunction). He may apply this bonus when he is shaping his soulmelds, and he must spend 1 Mastery point for each seperate soulmeld affected, and the effect lasts for 24 hours. Should he wish to regain the bonus beyond 24 hours, he must reshape his soulmelds and spend Mastery points again.

Lingering: Whenever a Trissociate uses a spell, spell-like-ability, invocation, psionic power, psi-like-ability or soulmeld obtained from his Associations, he may spend 1 Mastery point as part of the casting / manifesting / invoking action, to add his Trissociate Bonus to caster level for the purpose of determining the effect's duration. Spells / powers / soulmelds whose duration is not affected by caster level (e.g. endure elements) are not affected.

Extended Reach: Whenever a Trissociate uses a spell, spell-like-ability, invocation, psionic power, psi-like-ability or soulmeld obtained from his Associations, he may spend 1 Mastery point as part of the casting / manifesting / invoking action, to double the caster level, for the purposes of determining the effect's range. Spells / powers / soulmelds which have a fixed range (e.g. personal, touch) are not affected.

List of Focus
Below are the list of Focus available to a Trissociate. Each Trissociate selects one Focus, which determines among other things:
* Base Attack Bonus progression
* Skill Points and Hit Points per level
* Weapon and Armor Proficiencies
* Which of his saves gains good progression
* What Focus Features he gains

These focus are broadly grouped into 3 categories: Battle, Skill and Mental. All the focuses are summarized in the table below:

Category

Focus

BAB

Bonus HP per Level

Skillpoints per Level

Weapon Proficiencies

Armor Proficiencies

Other

Battle

Phalanx

High

+2

2

Simple Only

Heavy

Battle

Training

High

+1

2

All Martial

Heavy

Battle

Mobility

High

+2

2

All Martial

Light

Battle

Guerrilla

High

+1

4

Simple + 1 Martial

Light

Battle

Toughness

High

+3

2

Simple Only

Light

Skill

Nomad

Medium

+3

4

Simple Only

Light

Skill

Hunter

Medium

+2

4

All Martial

Light

Skill

Skirmisher

High

+1

4

Simple Only

Light

Skill

Stalker

Medium

+1

6

Simple + 1 Martial

Light

Skill

Expert

Medium

+0

8

Simple Only

Light

Mental

Mental

Low

+0

2

Simple Only

Light

More Mastery Points

Battle Category

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All Battle Category focuses have the following benefits:Base Attack Bonus: HighGood Save: Fortitude Focus Feature: Your Trissociate level stacks with fighter levels (if any) when qualifying for fighter specific feats. Whenever you gain a Focus Feature, you may select any feat that you qualify for, which falls under one of the following categories:
*Fighter bonus feats
*Certain Associate Feats, such as Insightful Binder feat for the Binder Associate
*You may also buy the Battle Hardened or General Attack Focus feats (below)

Battle Hardened:Requirements: Battle Category Focus TrissociateSpecial: This can only be taken as a Focus Feature, and cannot be bought using normal character feats.Benefits: You gain DR 1/-. You may take this feat multiple times, and it stacks with itself. Special: This feat can stack with one other Damage Reduction effect of your choice, even if this other effect is not DR/-, although the secondary DR effect always applies first. You can change which secondary effect it stacks with whenever you take damage.

E.g. Lets say you have taken Battle Hardened 3 times for DR 3/-. You then have Stoneskin cast on you which grants DR 10/Adamantine. You can choose to stack Battle Hardened on Stoneskin, so that when you are struck by a non-adamantine weapon, the first 13 points of damage are negated by the combined DR. In cases where the total damage is less than 13, the secondary DR applies first, so the first 10 points of damage is subtracted from Stoneskin's pool, and than after that the remaining 3 is negated by Battle Hardened. If however, you are struck by an adamantine weapon, only the first 3 points of damage are negated, from your Battle Hardened 3/-.

General Attack Focus:Requirements: Battle Category Focus TrissociateSpecial: This can only be taken as a Focus Feature, and cannot be bought using normal character feats.Benefits: You can add a +1 untyped bonus to all attack rolls. You may take this feat multiple, and it stacks with itself.

Battle: Phalanx FocusHitpoints: You gain 2 bonus hit point per Trissociate level.Proficiencies: A Phalanx Focus Trissociate is proficient with all simple weapons. He is also proficient with all armor (heavy, medium and light), and shields (including Tower Shields).

Battle: Training FocusHitpoints: You gain 1 bonus hit point per Trissociate level.Proficiencies: A Training Focus Trissociate is proficient with all simple and martial weapons. He is also proficient with all armor (heavy, medium and light) and shields (including Tower Shields).

Battle: Mobility FocusHitpoints: You gain 2 bonus hit point per Trissociate level.Proficiencies: A Mobility Focus Trissociate is proficient with all simple and martial weapons. He is also proficient with light armor, and shields (except for Tower Shields).

Battle: Guerilla FocusSkill Points per level: Levels in the Trissociate class grant you a total of 4 skill points per level (x4 on level 1), instead of the usual 2 skill points per level.Hitpoints: You gain 1 bonus hit point per Trissociate level.Proficiencies: A Guerilla Focus Trissociate is proficient with all simple and 1 martial weapon of his choosing. He is also proficient with light armor and shields (except for Tower Shields).

All Skill Category focuses have the following benefits:Base Attack Bonus: MediumGood Save: ReflexSkill List: All skills are added to your class skill list.Others: You choose may choose to gain either Trapfinding (as the Rogue class feature), or the Track feat on level 1. This choice once made, is permanent.Focus Feature: Whenever you gain a Focus Feature, you may select any feat that you qualify for, which falls under one of the following categories:
*Any feat that provides a bonus to one or more skills (including skill focus and the skill affinity feats)
*Darkstalker (Lords of Madness)
*Certain Associate Feats, such as Insightful Binder feat for the Binder Associate
*Alternatively, you may select Average Skill (see below)

Average Skill:Requirements: Skill Category Focus TrissociateSpecial: This can only be taken as a Focus Feature, and cannot be bought using normal character feats.Benefit: A Trissociate may select any one skill on his class skill list. Henceforth he can always take 10 on any skill check based off that skill, even if stress and distractions would normally prevent him from doing so. This is similiar to the Rogue's Skill Mastery Special Ability, except that it only applies to one skill. This skill selection is permanent and may not be changed barring special and intensive retraining (read: DM fiat). Special: This feat can be selected multiple times. Each time it applies to a new skill.

Skill: Nomad FocusSkill Points per level: Levels in the Trissociate class grant you a total of 4 skill points per level (x4 on level 1), instead of the usual 2 skill points per level.Hitpoints: You gain 3 bonus hit points per Trissociate level.

Skill: Hunter FocusSkill Points per level: Levels in the Trissociate class grant you a total of 4 skill points per level (x4 on level 1), instead of the usual 2 skill points per level.Hitpoints: You gain 2 bonus hit points per Trissociate level.Proficiencies: A Hunter Focus Trissociate is proficient with all simple and martial weapons. He is also proficient with light armor and shields (except for Tower Shields).

Skill: Skirmisher FocusBase Attack Bonus: HighSkill Points per level: Levels in the Trissociate class grant you a total of 4 skill points per level (x4 on level 1), instead of the usual 2 skill points per level.Hitpoints: You gain 1 bonus hit points per Trissociate level.

Skill: Stalker FocusSkill Points per level: Levels in the Trissociate class grant you a total of 6 skill points per level (x4 on level 1), instead of the usual 2 skill points per level.Hitpoints: You gain 1 bonus hit point per Trissociate level.Proficiencies: A Stalker Focus Trissociate is proficient with all simple and 1 martial weapon of his choosing. He is also proficient with light armor and shields (except for Tower Shields).

Skill: Expert FocusSkill Points per level: Levels in the Trissociate class grant you a total of 8 skill points per level (x4 on level 1), instead of the usual 2 skill points per level.

Focus Feature: Whenever you gain a Focus Feature, you may select any feat that you qualify for, which falls under one of the following categories:
*Any Wizard Bonus Feat
*Any Psion Bonus Feat
*Any Feat that uses or augments Turn/Rebuke Undead (including divine feats)
*Any feat the grants you one or more new Spell-Like Abilities (including Extra Invocation, provided you qualify)
*Any feat the grants you additional uses of an existing Spell-Like Ability
*Certain Associate Feats, such as Insightful Binder feat for the Binder Associate
*Alternatively, you may select Rapid Conversion (see below).

Rapid Conversion:Requirements: Mental Category Focus TrissociateSpecial: This can only be taken as a Focus Feature, and cannot be bought using normal character feats.Benefits: Normally a Trissociates has to enter Mastery Meditation to efficiently convert his Mastery points to Spells or Power Points. If he performs the conversion outside of Mastery Meditation, the Mastery point cost is usually doubled. With Rapid Conversion, he may carry out an efficient conversion as a free action, once per day. When he uses Rapid Conversion, he can spend half his Trissociate level (rounded down) worth of Mastery points, as if he was in Mastery Meditation. He can spread this expenditure of Mastery points over multiple Talents.

E.g. Lets say we have a level 10 Trissociate with Mental Focus. He can spend 5 Mastery points with one use of Rapid conversion, and he can spread this over multiple talents. With one use, he could recover a level 3 spell slot with 3 Mastery points, and spend another 2 Mastery points to regain 4 Power points. Or he could channel all 5 Master points to regain 10 Power points, at his choosing.

Special: This feat can be selected multiple times. Each time, you gain an additional daily use of this ability.

Re: Trissociate [3.5 Base Class] (PEACH)

Associations
On taking his first level in the class, a Trissociate selects 1 Primary Association and 2 Secondary Associations. These Association selections are permanent and cannot be changed, barring special and intensive retraining (read: DM fiat).

Each Association gives the Trissociate additional Class Features which have been spread over 19 levels. Unless otherwise indicated, when the text or tables below indicate that the class feature is gained at a certain level, assume that this refers to the Associate level (which is not the same as the Trissociate level). For the Primary Association, the Associate level is equal to the Trissociate level. But for the 2 Secondary Associations, the Associate level is equal to the Trissociate level minus one (e.g. so the Class Features which are marked Associate level 1, only come in at Trissociate level 2).

In addition, each association also has a set of starter class features which are gained at Trissociate level 1, regardless of whether the association is Primary or Secondary. These start class features include (but are not limited to) adding skills to your Trissociate class list and bonus languages. Hence, on Trissociate level 1, you gain both starter and Associate level 1 class features from your primary association. But only starter class features from your secondary associations.

While the Primary and Secondary Associations have different rates of Class Feature progression, the effectiveness of a Class Feature is entirely dependent on the Trissociate level alone. E.g. if you pick Wizard as your Primary Association, and Sorcerer as one of your Secondary Association, then both your Wizard and Sorcerer spells will have the same Caster levels, which is equal to your Trissociate level. Although it is a Secondary Association, your Sorcerer spells will not suffer from any caster level penalty.

The Associations below are broadly grouped according to their "type", although this grouping is mostly for ease of reference and has little impact on how they interact with one another.

Note: There are no rules against selecting the same Association multiple times. However, do note that the EZ-Trissociate generator above does not have any special functions for handling multiple copies of the same Association. Hence it will output the exact same set of columns and text multiple times.

Adaptation: Homebrew being what it is, you can customize a Trissociate beyond what is written here. For example, with DM approval, you can switch the half-blood SLAs for others of the same level. Additionally, you can change the number of Associations to something besides the default 3. E.g. 2 Associations for a low power game, and 4 or more for a high power game. (The EZ-Trissociate compiler has a "_Null" association which you can use to reduce your effective number of Associations, but there is currently no support for having 4 or more Associations, so you have to compile that manually).

Bonus Spell Slots
Previously, the spellcasting associations gained bonus spell slots for having a high Key Ability score, based on the normal formula. But this was found to be somewhat overpowering, as a triple spellcaster Association, with a Key Ability score of +9, would wind up with 3 bonus level 9 slots (on top of the 3 which his Associations provided) for a total of 6 spell slots (as well as 50 Mastery points if he took Mental Focus)! This is even more than a straight spellcaster with the same +9 Key Ability score. Instead, bonus spell slots (and mystery uses) should be calculated using the method below:

Association Bonus Spell Slots: You gain bonus spell slots based on your Key Ability score, but instead of the normal formula, your bonus spell slots are calculated using the method described here. You have a pool of Bonus Spell Slot points based on your Key Ability bonus, following the table below. The numbers along the top row (2nd or lower - 9th) indicate the highest level spell you have access to from your Association. And each row below that shows the Bonus Spell Slot points for a particular Key Ability bonus:

Key Ability Bonus

Access to 2nd level spells or lower

3rd

4th

5th

6th

7th

8th

9th

+3 or lower

1

1

1

1

1

1

1

1

+4

1

1

2

2

2

2

2

2

+5

1

2

3

4

4

4

4

4

+6

1

2

3

5

6

6

6

6

+7

1

3

4

6

7

9

9

9

+8

1

3

5

7

8

10

12

12

+9

2

4

6

8

10

12

14

16

+10

2

4

6

9

11

13

15

18

E.g. So if you have access to 5th level spells, and your Key Ability bonus is +8, then reading 5th/+8 from the table above, you have 7 Bonus Spell Slot points. Whenever you refresh your spells, you can assign these Bonus Spell Slot points, to create the bonus spell slots for your Association. Each bonus spell slot costs a number of Bonus Spell Slot points equal to its spell level. Level 0 spells take up 0.5 Bonus Spell Slot points. You cannot create a bonus spell slot, if you do not have enough Bonus Spell Slot points. You must be able to cast spells from your Association of a particular level, in order to create a bonus spell slot of that level. Each time you refresh your spells, previously assigned bonus spell slots are lost (whether or not they were used), and you may reassign a new set of bonus spell slots.Special: For values higher than what the table shows, use this formula to calculate your Bonus Spell Slot points: (Key Ability bonus - 1) x ( (Lower of (Key Ability bonus) OR (highest Association spell level) ) - 1) divide by 4, round down, minimum 1.

A Beginner's Guide to Optimizing Association Selection

Spoiler

Show

In my playtest experience, the biggest problem with the Trissociate is that you can wind up with serious Multiple Alignment Dependency issues. For example, a Psion-Sorcerer-Cleric needs high scores in all 3 mental stats (Int, Wis, Cha) to function well. Therefore, a quick and easy way to understand Associations is to think about them in terms of what high ability score they require. Additionally, some Associations can be used in a manner independent of ability scores. For example, Magic Blooded uses mental ability scores to determine the save DC for offensive SLAs. But if you only pick SLAs with no save (such as buff spells) then having all poor mental ability scores becomes unimportant.

Therefore, the quick and easy way to select Associations, is to take those that require the same ability score and/or those which can function independently of ability score. For ease of reference, below is a list of current Associations sorted by Ability Score dependency.

Perhaps you want to design an Association based on another class, which I have not covered. Here is a rough guide on things to keep in mind:

As mentioned above, the target Tier for a Trissociate as a whole is 3 (fun without being overpowering). As such, the amount of features from your target class, to pack into an Association should depend in part on what tier that target class is.

Despite the name, a Trissociate is actually made of FOUR components: 1 focus, and 3 Associations. Each component should be approximately Tier 5 on its own, having ~1/4 the power of a Tier 3 class. Keep in mind a class is not just its class features: hit points, BAB, Skills, and Saving throws also play a part. With regard to Focus, you can quickly see that Battle Focus is Fighter-lite (high BAB, high hit points, and a wider selection of bonus feats) and Skill Focus is Expert-plus (4-8 skill points per level, 2-0 bonus hit points, and Average Skill).

For the top Tier 1 & 2 classes, I have tried to break it down to less than 1/4 of the original's power. E.g. whereas an unspecialized Wizard normally gains 4 spell slots at each spell level, a Trissociate only gains 1, and even then he has massively delayed spell progression. He also does not have any of the Wizard bonus feats, or a familiar.

Whereas for lower tier base classes, its Association might carry more than 1/4 of what that class might do. E.g. The Paladin Association comprises about 1/2 of the Paladin's class features, and even that 1/2 has been significantly boosted.

In general I try to give access to the top tier of abilities, but with delayed access and highly limited usage (so a Binder Associate can get level 8 vestiges, but can only bind 1 vestige at a time, and only gets it at level 19/20).

How do you break down class features? That depends in part on how the class feature works

For something which is a growing numerical value (e.g. sneak attack, power point pool), it is probably easier to scale it down (although how much to scale it down depends again on the tier). Even spell slots/spells known can be thought of like this. E.g. a Wizard Associate gains just 1 spell slot instead of 4.

For class features that tend to be all or nothing (e.g. Half-Celestial flight, Paladin Divine Grace), I have tried to break it down to a scaling value gained at appropriate levels (e.g. Progressive Wings, scaling Divine Grace).

Try to add class features, or advance existing class features of an Association (e.g. sneak attack) on odd Associate level. As mentioned above this minimizes dead levels, as the primary assocations will gain class features on odd Trissociate levels, while the secondary associations (with a 1 level delay) will gain class features on even Trissociate levels.

The aim of this class is customization. Try to make an Association applicable to a variety of uses. For example, the Monk has Flurry of blows as one of its main class features, but it only applies to a limited selection of weapons. I have made it into the Weapon Master Association, and it now applies to any weapon, making it useful for Warriors and Archers as well.

If you are uncertain as to what class features to add at which level, you can allow players to choose from several options. E.g. the Lycanthrope Association lets you pick what abilities you want. If some options are particularly strong, break this strong ability into smaller fragments that must be taken individually. E.g. the Martial Sage provides increasing spell resistance over several steps.

Remember to provide feat support for alternate ability scores where reasonable. For example, a Martial Sage could use Archaic Sage to apply Intelligence or Charisma to determine his AC bonus and Ki pool, in place of wisdom. But a wizard Associate should NOT be able to use Constitution or Strength to determine his spell access and DC.

See if the Association can utilize Mastery Points in some way. As a general rule of thumb: 1 Mastery Point should be about equal to 1 spell level (or 2 PP) out of combat. And 2 Mastery Points should be about equal to 1 spell level (or 2 PP) in combat.

Automatic Mastery Talents
The talents listed below cannot be learnt. Instead, they are automatically known by the Trissociate, if he picks an Association that provides it. Some Automatic Mastery Talents are used by several Associations, and are described in the list below. Other talents are specific for a particular Association, and are hence described in the section for their respective Association.

Unless otherwise stated, you need at least 1 Associate level, before you can apply Automatic Mastery Talents to abilities from that Association. Hence on your first level, you cannot apply Automatic Mastery Talents to the starter abilities of your secondary Associations. E.g. If you are Trissociate level 1, and have the Wizard Secondary Association, you start with single cantrip, but you cannot use Recover Spell to restore it after it has been cast, even if you possess the talent for a primary spellcasting association. Instead, you can apply Recover Spell to your Wizard Secondary Association only on Associate level 1 which is Trissociate level 2.

Recover Spell (Association Name): You may recover an expended spell slot as if you did not cast it. This is a supernatural ability. By entering Mastery Meditation and spending Mastery points equal to the spell slot's level, you may restore an already cast spell. Level 0 spells cost no Mastery points to restore in this manner. If you are a prepared spellcaster, you may not change the spell that was prepared in that slot (this does not apply to spontaneous spellcasters).

You can only use this to recover spell slots gained from the specified Trissociate Association. It cannot be applied to spell slots gained from other classes or Associations (although they may their own equivalent of this talent). You may accelerate the conversion process by spending more Mastery points. By spending Mastery points equal to double the spell slot's level, you may recover that spell slot as a free action, even when you are not in Mastery Meditation. Level 0 spells cost 1 Mastery point to restore in this manner.

Recover Spell Like Ability (Association Name): You may recover an expended spell like ability as if you did not cast it. This is a supernatural ability. By entering Mastery Meditation and spending Mastery points equal to the level of the spell, which the spell like ability duplicates, you may recover 1 use of that spell like ability. Level 0 spells cost no Mastery points to restore in this manner.

You can only use this to recover spell like abilities gained from the specified Trissociate Association. It cannot be applied to spell like abilities gained from other classes or Associations (although they may have their own equivalent of this talent). You may accelerate the conversion process by spending more Mastery points. By spending Mastery points equal to double the level of the spell, which the spell like ability duplicates, you may recover that spell like ability as a free action, even when you are not in Mastery Meditation. Level 0 spells cost 1 Mastery point to restore in this manner.

Recover Power Points: You may recover Power Points. By entering Mastery Meditation and spending however many Mastery points you wish, you may restore 2 Power Points for each Mastery point used. You may not exceed your normal Power Point maximum. You may accelerate the conversion process by spending more Mastery points. As a free action, you may instead recover 1 Power Point for each Mastery point spent, even when you are not in Mastery Meditation. This is a supernatural ability.

Boost Essentia Pool: Unlike other Mastery Talents, this does not require you to enter Mastery Meditation (although you can use it during Mastery Meditation if you wanted to). As a free action, by spending 1 Mastery point, you may add a number of bonus Essentia points, equal to your Trissociate bonus to your pool. This bonus Essentia lasts for 1 round. If you reactivate this ability at the start of each turn, it is treated as if these bonus points continued to exist from the previous round, rather disappearing/reappearing at the start of each round. Hence you do not need to reassign them (but you can if you want to as per normal). You may only spend 1 Mastery point each round in this talent.

Boost Sneak Attack: As a free action, you may spend Mastery points to increase the damage dealt by a successful Sneak Attack. You activate this ability after making a successful Sneak Attack (i.e. it has hit the enemy) but before you roll for damage. This costs 1 Mastery point, and adds a number of d6 Sneak Attack dice, equal to your Trissociate bonus (E.g. a Trissociate bonus of +3 grants you an additional +3d6 of Sneak Attack damage). You may also sacrifice some or all of these additional dice, to activate abilities that require you to reduce the number of Sneak Attack dice. You can only use 'Boost Sneak Attack' once per turn, even if you have another Association besides this one that grants Sneak Attack.

Emergency Turning: When you have run out of Turning Attempts, you can instead spend Mastery points to Turn or Rebuke Undead. To do so, you take the normal action to Turn or Rebuke Undead, but instead of using Turning Attempts, you spend 2 Mastery points in the process. You must have no more Turning Attempts before you can use Emergency Turning. You can only use this ability to Turn or Rebuke Undead. You do not actually gain extra turning attempts as such, and so this ability cannot be used to fuel Divine feats like Divine Metamagic. This is a supernatural ability.

Faster Healing: This ability can be triggered by spending 1 Mastery point as a free action and does not require Mastery Meditation. It lasts for 5 rounds, during which it increases your Fast Healing amount by half your Trissociate level (round down, minimum 1). Additionally, during this time, you can Fast Heal up to 100% of your HP, regardless of your normal limit.
E.g. Lets say we have level 1 Divine-Blooded primary associate. He uses maximum HP (d6) for 1st level, and has 14 Constitution, so his total HP is 8. Normally his fast healing can take him to a maximum of 20% of his total HP or 1.6, which is rounded down to 1. But he can spend 1 Mastery point to trigger Divine-Blooded Faster Healing, which increases his Fast Healing by half his Trissociate level (in this case +1), to a total of 2. And he can Fast Heal up to his full 8 HP.Search Key Word: virtually

Beguiler Class Features: You gain Beguiler class features (Player Handbook 2 pg 6), which works just like a normal Beguiler except as noted here. Your Beguiler class features are gained according to the progression in the table above.

Beguiler Spellcasting: You gain Intelligence based spontaneous Arcane spells as a Beguiler, except as noted here. When you gain access to a new level of spells, you automatically know all the spells for that level on the Beguiler spell list. Your Caster level is equal to your Trissociate level. Your spell slots at each level follows the table above (Bg0-Bg9).Beguiler Bonus Spell Slots: You gain bonus spell slots based on your Intelligence score, but instead of the normal formula, your bonus spell slots are calculated using the method described above.

Dread Necromancer Class Features: You gain Dread Necromancer class features (Heroes of Horror pg 84), which works just like a normal Dread Necromancer except as noted here. Your Dread Necromancer class features are gained according to the progression in the table above.

Dread Necromancer Spellcasting: You gain Charisma based spontaneous Arcane spells as a Dread Necromancer, except as noted here. When you gain access to a new level of spells, you automatically know all the spells for that level on the Dread Necromancer spell list. Your Caster level is equal to your Trissociate level. Your spell slots at each level follows the table above (Dn1-Dn9).Dread Necromancer Bonus Spell Slots: You gain bonus spell slots based on your Charisma score, but instead of the normal formula, your bonus spell slots are calculated using the method described above.

Sorcerer Spellcasting: You gain Charisma based spontaneous Arcane spells as a Sorcerer. Your Caster level is equal to your Trissociate level. Your spell slots and spells known at each level follow the tables above (So0-So9) and the numbers indicate Spell Slots/Spells Known. Starting from level 4 and every level thereafter (not just even levels), you can swap out one spell known for another at the same level.Sorcerer Bonus Spell Slots: You gain bonus spell slots based on your Charisma score, but instead of the normal formula, your bonus spell slots are calculated using the method described above.

Warmage Class Features: You gain Warmage class features (Complete Arcane pg 10), which works just like a normal Warmage except as noted here. Your Warmage class features are gained according to the progression in the table above.

Warmage Spellcasting: You gain Charisma based spontaneous Arcane spells as a Warmage, except as noted here. When you gain access to a new level of spells, you automatically know all the spells for that level on the Warmage spell list. Your Caster level is equal to your Trissociate level. Your spell slots at each level follows the table above (Wm0-Wm9).Warmage Bonus Spell Slots: You gain bonus spell slots based on your Charisma score, but instead of the normal formula, your bonus spell slots are calculated using the method described above.

Warmage-Bonus Metamagic Feat: You gain any one metamagic feat which you qualify for.

Wizard Spellcasting: You gain Intelligence based prepared Arcane spells as a Wizard. Your Caster level is equal to your Trissociate level. Your spell slots at each level follows the table above (Wz0-Wz9).Wizard Bonus Spell Slots: You gain bonus spell slots based on your Intelligence score, but instead of the normal formula, your bonus spell slots are calculated using the method described above.

Spellbook: A Wizard associate must study his spellbook each day, to prepare his spells. This functions like a Wizard's spellbook except as noted here. At Trissociate level 1, you can fill your spellbook with 5+Int modifier cantrips of your choice. If you begin play with at least 1 level in Trissociate, your first Spellbook is given to you free. Whenever you gain another level of Trissociate, you automatically learn 2 new spells, up to the highest level you can cast, as per a normal Wizard.

During actual play testing, I found that Wizard/Sorcerer associate based Gishes are a bit multi-attribute dependent. They don't have the resources to crank out Int/Cha as high as an actual dedicated Wizard/Sorcerer. As such it is usually more optimal for them to pick spells that do not have a save DC. For convenience, I've compiled a list of potentially useful spells with no save, or which have strong effects even when the save is made:

This Maho-Tsukai Association was first written up by Xuldarinar. Note that Tainted spellcasting has the potential to be incredibly powerful,if the caster can find some way of circumventing the disadvantages of Taint. He can then pump up his Taint score to ridiculous levels, granting him lots of bonus slots, and extremely high save DCs.

RequirementsSpecial: A Maho-Tsukai Associate begins play with a Taint score of 1.

Maho-Tsukai Class Features: You gain Maho-Tsukai class features (Oriental Adventures pg 237), which works just like a normal Maho-Tsukai except as noted here. Your Maho-Tsukai class features are gained according to the progression in the table above.

Maho-Tsukai Spellcasting: You gain Taint based spontaneous Arcane spells as a Maho-Tsukai, except as noted here. Your Caster level is equal to your Trissociate level. Your spell slots and spells known at each level follow the tables above (Mt0-Mt9) and the numbers indicate Spell Slots/Spells Known. Starting from level 4 and every level thereafter (not just even levels), you can swap out one spell known for another at the same level.Maho-Tsukai Bonus Spell Slots: You gain bonus spell slots based on your Taint score, but instead of the normal formula, your bonus spell slots are calculated using the method described above.

Adaptation: The Taint described above refers to the system described in Oriental Adventures and Unearthed Arcana. With DM permission, you may instead use the Heroes of Horror Taint system (Heroes of Horror pg. 66), in which case you cast using Depravity instead.

RequirementsAlignment: You must be non-lawful to select the Wu Jen association.

Wu Jen Association Progression (Based on Associate Level)

Level

Wj0

Wj1

Wj2

Wj3

Wj4

Wj5

Wj6

Wj7

Wj8

Wj9

Special

Starter

1

-

-

-

-

-

-

-

-

-

1

2

-

-

-

-

-

-

-

-

-

Wu Jen Watchful Spirit

2

3

-

-

-

-

-

-

-

-

-

3

3

1

-

-

-

-

-

-

-

-

4

3

1

-

-

-

-

-

-

-

-

5

3

1

1

-

-

-

-

-

-

-

6

3

1

1

-

-

-

-

-

-

-

7

3

1

1

1

-

-

-

-

-

-

Wu Jen Elemental Mastery

8

3

1

1

1

-

-

-

-

-

-

9

3

1

1

1

1

-

-

-

-

-

10

3

1

1

1

1

-

-

-

-

-

11

3

1

1

1

1

1

-

-

-

-

12

3

1

1

1

1

1

-

-

-

-

13

3

1

1

1

1

1

1

-

-

-

Wu Jen Spell Secret

14

3

1

1

1

1

1

1

-

-

-

15

3

1

1

1

1

1

1

1

-

-

16

3

1

1

1

1

1

1

1

-

-

17

3

1

1

1

1

1

1

1

1

-

18

3

1

1

1

1

1

1

1

1

-

19

3

1

1

1

1

1

1

1

1

1

Wu Jen Spell Secret

Wu Jen Skills: Add Spellcraft to your Trissociate class skill list.

Wu Jen Class Features: You gain Wu Jen class features (Complete Arcane pg 14), which works just like a normal Wu Jen except as noted here. Your Wu Jen class features are gained according to the progression in the table above.

Spellbook: A Wu Jen associate must study his spellbook each day, to prepare his spells. This functions like a Wu Jen's spellbook except as noted here. At Trissociate level 1, you can fill your spellbook with 5+Int modifier cantrips of your choice. If you begin play with at least 1 level in Trissociate, your first Spellbook is given to you free. Whenever you gain another level of Trissociate, you automatically learn 2 new spells, up to the highest level you can cast, as per a normal Wu Jen.

Cleric Spellcasting: You gain Wisdom based prepared Divine spells as a Cleric. Your Caster level is equal to your Trissociate level. Your spell slots at each level follows the table above (Cl0-Cl9).Cleric Bonus Spell Slots: You gain bonus spell slots based on your Wisdom score, but instead of the normal formula, your bonus spell slots are calculated using the method described above.

Cleric-Spontaneous Casting: This functions the same as a normal Cleric. If you also have the Turn/Rebuke Undead Association, you must pick the ability to spontaneously cast Cure spells if you can Turn Undead, or the ability to spontaneously cast Inflict spells if you can Rebuke Undead.

Cleric-Domain: Choose 1 Domain appropriate for your alignment/deity/cause. You gain that Domain's granted power. You do not gain extra dedicated Domain spell slots. Instead, you may also spontaneously convert prepared spells to Domain spells.Note: You may trade your Domain's granted power, for other alternate class features as a Cleric, such as Divine Restoration (Dungeonscape pg 9).

Druid Class Features: You gain Druid class features, which works just like a normal Druid except as noted here. Your Druid class features are gained according to the progression in the table above.

Druid-Bonus Language: You gain Druidic as a bonus language.

Druid Spellcasting: You gain Wisdom based prepared Divine spells as a Druid. Your Caster level is equal to your Trissociate level. Your spell slots at each level follows the table above (Dr0-Dr9). Unlike a true Druid, you are not prohibited from wearing metal armor.Druid Bonus Spell Slots: You gain bonus spell slots based on your Wisdom score, but instead of the normal formula, your bonus spell slots are calculated using the method described above.

Druid Spontaneous Casting: You may spontaneously convert prepared spells into Summon Nature Ally of the appropriate level, as a Druid does.

Druid Poison Immunity (Ex): You gain immunity to all poisons.Special: If you already have Poison Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves.

Favored Soul Class Features: You gain Favored Soul class features (Complete Divine pg 6), which works just like a normal Favored Soul except as noted here. Your Favored Soul class features are gained according to the progression in the table above. Additionally, you qualify for the following feat:

Charismatic Favored Soul:Requirements: Trissociate Favored Soul AssociateBenefit: You may use your Charisma bonus, instead of your Wisdom bonus, to determine the DC for spells gained from your Favored Soul Association.Special: You may buy this feat with Focus Features.

Favored Soul Spellcasting: You gain Charisma/Wisdom based spontaneous Divine spells as a Favored Soul (Complete Divine pg 6), except as noted here. Your Caster level is equal to your Trissociate level. Your spell slots and spells known at each level follow the tables above (Fs0-Fs9) and the numbers indicate Spell Slots/Spells Known. Starting from level 4 and every level thereafter (not just even levels), you can swap out one spell known for another at the same level. Like a Favored Soul, your spell DCs are based on your Wisdom bonus. Your spell access is based on your Charisma score.Favored Soul Bonus Spell Slots: You gain bonus spell slots based on your Charisma score, but instead of the normal formula, your bonus spell slots are calculated using the method described above.

Favored Soul Chosen Energy Resistance (Ex): Select one of the following energy types (Fire, Cold, Electricity, Acid, Sonic). You gain Energy Resistance against that energy type equal to your Trissociate level. Each time you gain this ability, you must select a different energy type from the above list.Special: If you have the Chosen Energy Resistance class feature from different Associations, when you select the same energy type for multiple Associations, their effects stack. E.g. Lets say we have a Trissociate with the Half-Fiend and Half-Farspawn Associations. At level 20, he has Fiendish Chosen Energy Resistance to Fire, Cold, Electricity and Acid. He also has Farspawn Chosen Energy Resistance to Electricity and Acid. His Chosen Energy Resistance to Electricity and Acid for his two Associations would stack, and he would gain Energy Resistance equal to twice his Trissociate level to these two energy types.Special: Normally, for a given Association, you must select a different Chosen Energy Resistance each time. An exception occurs if you gain Energy Immunity as an extraordinary ability from an Association (but not race, templates or other classes). When you gain such Energy Immunity to the same energy type as one of your Chosen Energy Resistance, you may swap out that Chosen Energy Resistance for any other valid energy type (Fire, Cold, Acid, Electricity, Sonic), even if you already have Chosen Energy Resistance for that energy type. If you select the same energy type multiple times, their effects stack. E.g. A Half-Fiend Trissociate has Fiendish Chosen Energy Resistance towards: Fire, Cold, Acid, Electricity. Lets say he gains immunity to Electricity as an extraordinary ability from another Association. At this point, he can swap his Fiendish Chosen Energy Resistance (Electricity) for any other valid energy type. If he selects Fire, he would have 2 instances of Fiendish Chosen Energy Resistance (Fire), and their effects would stack.

Spirit Shaman Class Features: You gain Spirit Shaman class features (Complete Divine pg 14), which works just like a normal Spirit Shaman except as noted here. Your Spirit Shaman class features are gained according to the progression in the table above. Additionally, you qualify for the following feat:

Spellcasting: You gain Wisdom/Charisma based retrieved/spontaneous Divine spells as a Spirit Shaman, except as noted here. Your Caster level is equal to your Trissociate level. Your spell slots and spells retrieved per day at each level follow the tables above (Ss0-Ss9) and the numbers indicate Spell Slots/Spells Retrieved. Like a Spirit Shaman, your spell DC is based on your Charisma score. And your spell access is based on your Wisdom score.Spirit Shaman Bonus Spell Slots: You gain bonus spell slots based on your Wisdom score, but instead of the normal formula, your bonus spell slots are calculated using the method described above.

Shaman Class Features: You gain Shaman class features (Oriental Adventures pg 22), which works just like a normal Shaman except as noted here. Your Shaman class features are gained according to the progression in the table above.

Shaman Spellcasting: You gain Wisdom based prepared Divine spells as a Shaman. Your Caster level is equal to your Trissociate level. Your spell slots at each level follows the table above (Sm0-Sm9).Shaman Bonus Spell Slots: You gain bonus spell slots based on your Wisdom score, but instead of the normal formula, your bonus spell slots are calculated using the method described above.

Shaman-Spontaneous Casting: This functions the same as a normal Shaman. If you also have the Turn/Rebuke Undead Association, you must pick the ability to spontaneously cast Cure spells if you can Turn Undead, or the ability to spontaneously cast Inflict spells if you can Rebuke Undead.

Shaman-Second Domain: You gain a second Domain appropriate for your Shaman Associate. You gain that Domain's granted power. As before, you do not gain extra dedicated Domain spell slots. Instead, you may also spontaneously convert prepared spells to cast spells from any of your domains.

Shaman-Bonus Feat: You gain any bonus feat which you qualify for, from the list of Shaman bonus feats. Additionally, you may select Improved Unarmed Strike as your bonus feat, even though it is not normally a Shaman bonus feat.

Shugenja Class Features: You gain Shugenja class features (Complete Divine pg 10), which works just like a normal Shugenja except as noted here. Your Shugenja class features are gained according to the progression in the table above.

Shugenja Spellcasting: You gain Charisma based spontaneous Divine spells as a Shugenja. Your Caster level is equal to your Trissociate level. Your spell slots and spells known at each level follows the table above (Sj0-Sj9) and the numbers indicate Spell Slots/Spells Known. For spells known, at each spell level, you get an order spell represented by the 'o'. The number in the middle is the number of spells known of your Favored Element, and the final number is the additional number of spells known of any element (except for your prohibited element). Starting from level 4 and every level thereafter (not just even levels), you can swap out one spell known for another at the same level.Shugenja Bonus Spell Slots: You gain bonus spell slots based on your Charisma score, but instead of the normal formula, your bonus spell slots are calculated using the method described above.

Re: Trissociate [3.5 Base Class] (PEACH)

Divine Miscellaneous Associations

Paladin Association

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RequirementsAlignment: Alignment requirements depend on what type of Paladin Association you pick. You must be Lawful Good to take this class as a traditional Paladin. Alternatively you may be an Paladin Associate of Freedom, Slaughter or Tyranny, and your alignment requirements and class features change accordingly.Adaptation: With DM permission, you may instead opt to smite your opposite on the Lawful-Chaos alignment axis. E.g. a Lawful character would Smite Chaos, and vice versa. This is especially appropriate for Half-Anarchic or Half-Axiomatic characters.

Paladin Class Features: You gain Paladin class features, which works just like a normal Paladin except as noted here. Your Paladin class features are gained according to the progression in the table above. (If you are a Paladin variant, you may instead gain class features as a Paladin of Freedom, Slaughter or Tyranny.) Additionally, you qualify for the following feat:

Insightful Paladin:Requirements: Trissociate Paladin AssociateBenefits: You may use your Intelligence bonus, or your Wisdom bonus instead of your Charisma bonus (whichever of the 3 is highest), to determine your bonus to attack rolls when using Smite Good/Evil, the Save DC for your Smite effects, and for determining the bonus to your saving throws.Special: You may buy this feat with Focus Features.

Paladin Bonus to Saves (Su): Like a Paladin, you gain the ability to add your Charisma bonus (if any), as an untyped bonus to all your saving throws. However, you do not have the ability to add your entire bonus. Instead you can add up to +N of your Charisma bonus (if any) as shown in the table above.

E.g. Lets say that there is a Paladin Associate with 14 Charisma for a total bonus of +2. At Trissociate 1, he can add a +1 bonus to all his saves. At level 3 this bonus improves to +2. At level 3, he can add up to +3 to all his saves, but his Charisma bonus is only +2, hence his bonus to saves remains at +2. Should his Charisma bonus improve (e.g. Eagle Splendour is cast on him), then he can add the full amount of +3 to his saves.

Paladin Smite Evil/Good (Su): Like a Paladin (or its variants) you gain the ability to Smite Evil (if you are good), or Smite Good (if you are Evil). This is similiar to the Paladin's ability except as noted here. You gain a number of uses per encounter, according to the table above. You may regain all your Smite attempts by entering Mastery Meditation.

Whenever you make a melee attack, you may choose to make that attack a Smite Evil/Good attack. Doing so consumes one daily use of your Smite Evil/Good ability. this requires no action on your part, aside from the melee attack itself. This allows you to Smite Evil/Good as part of an iterative full attack, or as part of Sublime Maneuvers. You can Smite Evil/Good at most once per round, regardless of how many melee attacks you make.

When you make a Smite Evil/Good attack, you add your Charisma bonus (if any) to your attack roll. If the attack misses, the Smite is wasted. If the target's alignment matches the alignment that you smite (e.g. target is evil and you used Smite Evil), you deal an extra 1 point of damage per Trissociate level. If you smite a Creature that is not evil, the Smite deals no additional damage, but the ability is still used up for that day.

Paladin Detect Evil/Good 1/day (Sp) Your starter ability is to use Detect Evil/Good as a Paladin of the appropriate type, but you can only use it once per day, with no recovery mechanism. Only after attaining Associate level 1, can you use it at will.

Smite Effect (Su): Your Smite attack can carry an additional effect as described below. These effects only apply if you use your Smite against a creature of the appropriate alignment (e.g. Smite Evil against an evil creature). You may only add one Effect to each Smite, and you can choose any effect available to you, each time you use Smite. The Save DC for a Smite effect is equal to (10 + Half your Trissociate level + your Charisma bonus).

Sicken: The target must succeed on a Fortitude save or be Sickened for 5 rounds.

Shaken: The target must succeed on a Will save or be Shaken for 5 rounds. This is a mind-affecting fear effect.

Exhaustion: The target must succeed on a Fortitude save or be Exhausted for 3 rounds.

Stagger: The target must succeed on a Fortitude save or be Staggered for 3 rounds

Stun: The target must succeed on a Fortitude save or be Stunned for 2 rounds.

Daze: The target must succeed on a Will save or be Dazed for 2 rounds. This is NOT a mind-affecting ability.

Penetrating Smite (Su): When you use your Smite against a creature of the appropriate alignment (e.g. Smite Evil against an evil creature), that Smite attack ignores any damage reduction the creature has.

Good/Evil subtype (Ex): You gain the Good subtype if you are good (or the Evil Subtype if you are evil).

Automatic Mastery TalentsWiden Aura: As a free action, by spending Mastery points, you may increase the range of your Aura of Courage (or appropriate alternate aura for Paladins of Freedom, Tyranny and Slaughter). For each Mastery point you spend, the aura area widens by another 10 ft (2 points for a extra 20 ft and so on). The effect lasts for 1 minute/Trissociate level. There is no limit to how far you can widen your Aura, although you need the Mastery points to support it.

Recover Smite: By entering Mastery Meditation, you can recover uses of your Smite Evil/Good. Unlike other conversions, you may not spend more points to recover this outside of Mastery Meditation. While in Mastery Meditation, you can recover all your uses of Smite Evil/Good, but this does not cost any Mastery points. This allows you to recover all your uses between encounters. You cannot exceed your maximum uses.

You can also use Rapid Conversion ability of the Mental focus with this Mastery talent. With Rapid Conversion, you can recover 1 daily use of Smite Evil/Good for each Mastery point spent. You are still subject to the normal limits for each use of rapid conversion.

Second Smite: Normally you can Smite Evil/Good at most once per round. However, you can spend 1 Mastery point to make a second Smite Evil/Good attack in that round. This still consumes a daily use of your Smite Evil/Good in addition to the Mastery point. You are still limited to at most 2 Smites per round with this ability.

Extra Smite Effect: Normally you can only add one Smite Effect to each Smite. However, you can spend 1 Master point to add a second Smite Effect to that Smite. You must select a different Smite Effect from the one that is already being used. You are still limited to at most 2 Smite Effects with this ability.

Turn Undead Association

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RequirementsAlignment: You must be good or neutral to pick the Turn Undead association. If you are evil, see the Rebuke Undead association instead.Special: If you also have the Cleric Association as well, you must spontaneously cast Cure spells, to select the Turn Undead Association.

Turn Undead Spell-like Abilities (Sp): As you advance, you gain Spell Like Abilities according to the table above. The Caster level for these is equal to your Trissociate Level. These function as normal Spell Like Abilities (no components, same casting time as original spell, save DC equal to 10 + level of duplicated spell + Charisma modifier).

Lay on Hands (Su): Your starter ability is Lay on Hands, as a Paladin, except as noted here. Your Lay On Hands point pool size is equal to your Trissociate Level multiplied by (your Trissociate bonus plus your Charisma bonus if any). E.g. a level 3 Trissociate with 14 Charisma (a bonus of +2), and a Trissociate bonus of +1 would have a pool size of: 3 x (2+1) = 9. Additionally, you qualify for the following feat:

Insightful Turn Undead:Requirements: Trissociate Turn Undead AssociateBenefit: You may use either your Intelligence bonus, or your Wisdom bonus in place of your Charisma Bonus (whichever of the 3 is highest) to decide the abilities of your Turn Undead Association. This only applies to your Turn Undead Association, and not to the Turn Undead or Lay On Hands gained from other classes. Firstly, you may use your highest mental ability score bonus to determine the size of your Lay On Hands pool, and the number of points recovered using the Recover Lay On Hands talent. Secondly, you may use your highest mental ability score bonus to determine the save DCs of your Turn Undead Spell-like Abilities. Thirdly, you may use your highest mental ability score bonus, to determine the number of times per day you may Turn Undead, the most powerful undead you can affect, and the total Hit Dice of undead you can Turn.Special: You may buy this feat with Focus Features.

Turn Undead (Su): You gain the ability to Turn undead as a Cleric whose level is equal to your Trissociate level.

Automatic Mastery TalentsRecover Lay On Hands: You can add points to your Lay On Hands pool. Although you may not exceed your normal maximum pool size. While in Mastery Meditation, you can spend 1 Mastery point to recover a number of Lay On Hands points equal to (your Trissociate level + your Trissociate bonus + your Charisma bonus if any). You may accelerate the conversion process by spending more Mastery points. Even when you are not in Mastery Meditation, as a free action, by spending 1 point, you can recover a number of Lay On Hands points equal to half of (your Trissociate level + your Trissociate bonus + your Charisma bonus if any) round down, minimum 1. This is a supernatural ability.

Recover Spell Like Ability (Turn Undead): You gain the Recover Spell Like Ability talent as described above.

Emergency Turning: You gain the Emergency Turning talent as described above.

Rebuke Undead Association

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RequirementsAlignment: You must be evil or neutral to pick the Rebuke Undead association. If you are good, see the Turn Undead association instead.Special: If you also have the Cleric Association as well, you must spontaneously cast Inflict spells, to select the Rebuke Undead Association.

Rebuke Undead Spell-like Abilities (Sp): As you advance, you gain Spell Like Abilities according to the table above. The Caster level for these is equal to your Trissociate Level. These function as normal Spell Like Abilities (no components, same casting time as original spell, save DC equal to 10 + level of duplicated spell + Charisma modifier).

Insightful Rebuke Undead:Requirements: Trissociate Rebuke Undead AssociateBenefit: You may use either your Intelligence bonus, or your Wisdom bonus in place of your Charisma Bonus (whichever of the 3 is highest) to decide the abilities of your Rebuke Undead Association. This only applies to your Rebuke Undead Association, and not to the Rebuke Undead or Deadly Touch gained from other classes. Firstly, you may use your highest mental ability score bonus to determine the size of your Deadly Touch pool, and the number of points recovered using the Recover Deadly Touch talent. Secondly, you may use your highest mental ability score bonus to determine the save DCs of your Rebuke Undead Spell-like Abilities. Thirdly, you may use your highest mental ability score bonus, to determine the number of times per day you may Rebuke Undead, the most powerful undead you can affect, and the total Hit Dice of undead you can Rebuke.Special: You may buy this feat with Focus Features.

Rebuke Undead (Su): You gain the ability to Rebuke undead as a Cleric whose level is equal to your Trissociate level.

Automatic Mastery TalentsRecover Deadly Touch: You can add points to your Deadly Touch pool. Although you may not exceed your normal maximum pool size. While in Mastery Meditation, you can spend 1 Mastery point to recover a number of Deadly Touch points equal to (your Trissociate level + your Trissociate bonus + your Charisma bonus if any). You may accelerate the conversion process by spending more Mastery points. Even when you are not in Mastery Meditation, as a free action, by spending 1 point, you can recover a number of Deadly Touch points equal to half of (your Trissociate level + your Trissociate bonus + your Charisma bonus if any) round down, minimum 1. This is a supernatural ability.

Recover Spell Like Ability (Rebuke Undead): You gain the Recover Spell Like Ability talent as described above.

Emergency Turning: You gain the Emergency Turning talent as described above.

Psionics: When you select this Association, pick two primary Mantles (Complete Psionic pg 66). You gain these Mantle's granted power. Unlike an Ardent you do not gain any secondary Mantles. Nor can you change your selected primary Mantle, barring special and intensive retraining (read: DM fiat).

You gain Wisdom based Manifesting Powers as an Ardent (Complete Psionic pg 5). Your Manifester level is equal to your Trissociate level. Your Power Points available follows your Trissociate level, instead of your Associate level. Hence, at Trissociate level 1, you have a Power Point pool, and can start taking Psionic feats (even if your Ardent association is secondary, and you do not know any powers yet). You also gain bonus Power Points based on your Wisdom score. However, you only get a quarter of the bonus Power Points, a manifester of your level would normally receive (round down, minimum 0). E.g. Lets say your Wisdom score is 20. At level 20, this gives you access to level 9 Powers. However, for the purposes of determining bonus Power Points, while a Wisdom score of 20 would normally give a manifester 50 bonus Power Points, you only receive a quarter of this amount or 12 bonus Power Points. Your Powers known however, is still based on your Associate level, and follows the 1st table above. You may only select powers from your chosen mantles.Note: You have the option of customizing one or both your selected mantle, and adding appropriate (read: DM approved) powers.

Automatic Mastery TalentsRecover Power Points: You gain the Recover Power Points talent as described above.

Psionics: You gain Intelligence based Manifesting Powers as an Erudite. Your Manifester level is equal to your Trissociate level. Your Power Points available follows your Trissociate level, instead of your Associate level. Hence, at Trissociate level 1, you have a power point pool, and can start taking Psionic feats (even if your Erudite association is secondary, and you do not know any powers yet). You gain bonus Power Points based on your Intelligence score. However, you only get a quarter of the bonus Power Points, a manifester of your level would normally receive (round down, minimum 0). E.g. Lets say your Intelligence score is 20. At level 20, this gives you access to level 9 Powers. However, for the purposes of determining bonus Power Points, while a Intelligence score of 20 would normally give a manifester 50 bonus Power Points, you only receive a quarter of this amount or 12 bonus Power Points.

Your Powers known however, is still based on your Associate level, and follows the 1st table above. The 'Erudite Powers Known' column indicates the powers you automatically gain for free, from advancing in levels. Besides these powers, you can also add additional powers to your repertoire. This works as per a normal Erudite except as noted here: Adding a new power costs 20 XP per Trissociate level.

Erudite Unique Powers Per Day: An Erudite associate manifests psionic powers, paying for each manifestation with an expenditure of power points. Unlike a Psion, an Erudite associate is limited to manifesting a certain number of unique psionic powers from ALL levels per day, from the repertoire of powers he knows.

Automatic Mastery TalentsRecover Power Points: You gain the Recover Power Points talent as described above.

Psionics: You gain Intelligence based Manifesting Powers as a Psion. Your Manifester level is equal to your Trissociate level. Your Power Points available follows your Trissociate level, instead of your Associate level. Hence, at Trissociate level 1, you have a power point pool, and can start taking Psionic feats (even if your Psion association is secondary, and you do not know any powers yet). You gain bonus Power Points based on your Intelligence score. However, you only get a quarter of the bonus Power Points, a manifester of your level would normally receive (round down, minimum 0). E.g. Lets say your Intelligence score is 20. At level 20, this gives you access to level 9 Powers. However, for the purposes of determining bonus Power Points, while a Intelligence score of 20 would normally give a manifester 50 bonus Power Points, you only receive a quarter of this amount or 12 bonus Power Points.

Your Powers known however, is still based on your Associate level, and follows the 1st table above. You do not have a discipline, and hence you cannot naturally select any Discipline Powers, although these may be acquired by other means (e.g. Expanded Knowledge Feat).

Psion Bonus Feat: You gain a bonus feat as a Psion.

Automatic Mastery TalentsRecover Power Points: You gain the Recover Power Points talent as described above.

Soulknife Association

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This Association is intended to also emulate the Soulbow, via early access to Multiple Throw, and Extended Reach Soul Ability. With both of those you wind up pretty much with a Soulbow that adds Strength instead of Wisdom to damage. This can be used with Brutal Throw (Complete Adventurer pg 106) and Power Throw (Complete Adventurer pg 111) to create a Strength focused Archer.

Soulknife-Wild Talent (Ex): You gain Wild Talent as a bonus feat. If you already have Wild Talent, you instead gain Psionic Talent as a bonus feat.

Mind Blade (Su): You gain the use of a Mind Blade, as per the Soulknife Class feature. This functions in all ways like the Soulknife's Mind Blade, except as noted here. The enhancement bonus to attack and damage rolls, and the enhancement bonus pool for weapon special abilities follow the progression stated in the table above. You do not gain any other Soulknife class features (such as weapon focus or throw mind blade), unless selected as a Soulknife Ability (see below).

Besides the standard Mind Blade enhancement options, you can also select the enhancement options that are available to the Soulbow. However, Soulbow enhancements that only work with ranged weapons (such as Seeking and Distance), function only when you throw your mindblade.

Soulknife Ability: On Associate level 1, and every 4 levels thereafter, you can select a Soulknife Ability from the list below. Some Soulknife Abilities require previous knowledge of other Soulknife Abilities for selection, as noted below.

You gain a bonus feat of your choice, so long as that feat applies specifically to your Mind Blade. For example, Weapon Focus (Mind Blade) is a valid feat, whereas Weapon Finesse is not. You may also take feats that allow you to reshape your Mind Blade into other weapon forms. You must qualify for the feat in order to select it. For example, you need to have Weapon Focus (Mind Blade) before you can select Weapon Specialization (Mind Blade). You may select this Soul Ability multiple times, and each time you gain a new feat.

Automatic Mastery TalentsRapid Reshape Mindblade Abilities: Normally a Soulknife Associate must spend 8 hours in concentration in order to reassign the weapon special abilities of his mindblade. However he can speed up the process by spending Mastery points. By spending 3 Mastery points, he can reassign +1 Enhancement Value as a free action (6 Mastery points for +2 Enhancement value, etc). E.g. Lets say that a Soulknife Associate has Mind Blade enhancement (+2 bonus equivalent ability), which he has assigned to Defending and Keen (+1 each). He can spend 3 Mastery points to change Defending to Vicious. Or he could spend 6 Mastery points to reassign both Defending and Keen to Wounding (+2 in all).

Wilder Class Features: You gain Wilder class features, which works just like a normal Wilder except as noted here. Your Wilder class features are gained according to the progression in the table above.

Psionics: You gain Charisma based Manifesting Powers as a Wilder. Your Manifester level is equal to your Trissociate level. Your Power Points available follows your Trissociate level, instead of your Associate level. Hence, at Trissociate level 1, you have a power point pool, and can start taking Psionic feats (even if your Wilder association is secondary, and you do not know any powers yet). You gain bonus Power Points based on your Charisma score. However, you only get a quarter of the bonus Power Points, a manifester of your level would normally receive (round down, minimum 0). E.g. Lets say your Charisma score is 20. At level 20, this gives you access to level 9 Powers. However, for the purposes of determining bonus Power Points, while a Charisma score of 20 would normally give a manifester 50 bonus Power Points, you only receive a quarter of this amount or 12 bonus Power Points.

Automatic Mastery TalentsRecover Power Points: You gain the Recover Power Points talent as described above.

Artificer Class Features: You gain Artificer class features (Eberron Campaign Setting pg 30), which works just like a normal Artificer except as noted here. Your Artificer class features are gained according to the progression in the table above.

Infusions: You gain infusions per day as an Artificer, following the table above (At1-At6). You receive extra infusions per day, based on your Intelligence score.

Artificer-Item Creation (Ex): This functions as the Item Creation class feature of a normal Artificer, except as noted here: Like an Artificer, you have a Craft Reserve. However, unlike an Artificer, you never receive any Craft Reserve points from class levels. However, you can still store points into your Craft Reserve through the Retain Essence ability, once you have it.

Additionally, whenever you craft an item, you can reduce the XP cost incurred, by using costlier materials. You can choose to reduce the XP cost of the item by any amount, and in exchange, its gold cost increases by 12.5 times the XP reduction. You can even reduce the XP cost to zero this way, in which case the gold cost for crafting the item becomes the same as its market price.

If you have the Extraordinary Artisan feat, the discount to gold cost does not apply to the converted gold cost from reducing XP. E.g. lets say you are crafting an item which normally costs 1,000 gp / 80 XP. You have the Extraordinary Artisan feat which reduces the gold cost to 750 gp. If you then decide to convert all the XP cost into gold cost, the 80 XP becomes 1,000 gp, with no effect from Extraordinary Artisan, so the item now costs 1,750 gp.

If you have the Legendary Artisan feat. you may discount the XP cost, before deciding how much XP cost to convert into gold cost. E.g. using the same 1,000 gp / 80 XP item example, you could apply Legendary Artisan to reduce the XP cost to 60. If you then decide to convert all the XP cost into gold cost, the 60 XP becomes 750 gp, so the item now costs 1,750 gp.

This allows you to craft discounted items without having to spend personal XP (something which normal Artificers can rely on their Craft Reserve for). Likewise, this also allows you to craft and upgrade homonculus, which must be personally made. Finally, it allows you to proudly proclaim the Artificer's mantra: I made all of this myself!

Artificer-Bonus Feat: You receive a bonus feat as the Artificer class feature. Additionally, since you do not naturally receive any Item Crafting feats, you may also select any Item Crafting feat which you qualify for, as your bonus feat.

Special: If you possess the Craft Construct feat, you may upgrade your homunculus, as per the Artificer Craft Homunculus class feature.

Automatic Mastery TalentsRecover Infusion: You may recover an expended infusion, as if you did not use it. By entering Mastery Meditation and spending Mastery points equal to the infusion's level, you may restore an already used infusion. You may accelerate the conversion process by spending more Mastery points. By spending Mastery points equal to double the infusion's level, you may recover that infusion as a free action, even when you are not in Mastery Meditation. You can only use this to recover infusions gained from the Trissociate Artificer Association. This is a supernatural ability.

Binder Class Features: You gain Binder class features (Tome of Magic pg 9), which works just like a normal Binder except as noted here. Your Binder class features are gained according to the progression in the table above. For Zero, Least, Lesser and Normal Soul Binding, the Binder associate's Effective Binder level is equal to his Trissociate level. Additionally, you qualify for the following feat:

Insightful Binder:Requirements: Trissociate Binder AssociateBenefit: You may use either your Intelligence bonus, or your Wisdom bonus in place of your Charisma Bonus (whichever of the 3 is highest) to determine your Binding check, and the save DC of your Vestige granted powers. Additionally, whenever a Vestige granted power has a numeric effect which is based on Charisma bonus (such as the bonus to attack rolls for Andras Smite Good or Evil), you may use your Intelligence bonus, or your Wisdom bonus in place of your Charisma Bonus (whichever of the 3 is highest). You may only apply this to the class abilities gained from the Trissociate Binder association.Special: You may buy this feat with Focus Features.

Zero Soul Binding (Su): A Binder associate starts with the ability to bind Vestiges, but is unable to tap anything more than a fragment of their power. He can bind vestiges, falling under their influence and displaying their sign as normal, but he gains nothing from the pact beyond a single Pact Augmentation ability.

Least Soul Binding (Su): A Binder associate begins to grasp the basics of how to bind vestiges, but is still unable to tap their full power. He only has access to one of the powers of his bound vestige. Essentially, this functions like the Bind Vestige (Tome of Magic pg 72) feat, except that you do not actually have the feat, and hence cannot take other feats that have the Bind Vestige feat as a pre-requisite (such as Improved Bind Vestige).

Lesser Soul Binding (Su): A Binder associate learns how to draw upon one additional power from his bound Vestige. Essentially, this functions as though you had the Practiced Binder (Tome of Magic pg 74) feat.

Special: Zero, Least and Lesser Soul Binding all count as having Soul Binding, for the purpose of qualifying for feats. Hence you can take other Binder feats such as Expel Vestige and Ignore Special Requirements.

Soul Binding (Su): A Binder associate now understands how to draw on a Vestige's full power. He gains Soul Binding as the Binder class. However, he can only ever bind 1 Vestige at once.

Automatic Mastery TalentsQuicken Vestige Recovery: As a free action, you can spend Mastery points to reduce the waiting time of your Vestige Granted Power. Spending 1 Mastery point reduces the recovery time by 1 round. If you reduce the recovery time to zero, you can use it again immediately during your action. This is a supernatural ability.

Eldritch Blast Association

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Note: Unlike normal Warlocks, the Eldritch Blast association has no alignment restriction. It is this author's humble opinion that the ability to shoot beams of magic is so generic that there is no particular reason why its user cannot be lawful good.

Eldritch Blast Association Progression (Based on Associate Level)

Level

Eldritch Blast Damage

Eldritch Blast Shapes and Essences (Least)

Eldritch Blast Shapes and Essences (Lesser)

Eldritch Blast Shapes and Essences (Greater)

Eldritch Blast Shapes and Essences (Dark)

Special

Starter

1

-

-

-

-

1

1d6

-

-

-

-

2

1d6

-

-

-

-

3

2d6

1

-

-

-

4

2d6

1

-

-

-

5

3d6

2

-

-

-

6

4d6

2

-

-

-

7

5d6

2

1

-

-

8

5d6

2

1

-

-

9

6d6

2

2

-

-

10

7d6

2

2

-

-

11

8d6

2

2

1

-

12

8d6

2

2

1

-

13

9d6

2

2

2

-

14

10d6

2

2

2

-

15

11d6

2

2

2

-

16

12d6

2

2

2

-

17

13d6

2

2

2

1

18

14d6

2

2

2

1

19

16d6

2

2

2

2

Eldritch Blast (Sp): You gain an Eldritch Blast as a Warlock (Complete Arcane pg 5), except as noted here. Your invoker level is equal to your Trissociate level. Your damage progresses according to the 'Eldritch Blast Damage' column. The Save DCs (if any) are based on your Charisma. You gain Blast Shapes and Essences according to the 'Eldritch Blast Shapes and Essences' columns above, with the Shape and Essence grade in brackets. You may only take Blast Shapes and Essences for the Eldritch Blast association, and not other invocations (although you may gain other invocations through the Invocations association). Whenever you gain a Trissociate level, you may swap a Blast Shape or Essence known, with another of similiar grade. Additionally, you qualify for the following feats:

Insightful Invoker:Requirements: Trissociate Invocation Associate OR Trissociate Eldritch Blast AssociateBenefit: You may use either your Intelligence bonus, or your Wisdom bonus in place of your Charisma Bonus (whichever of the 3 is highest) to determine the save DC of your Invocations and your Eldritch Blast. Additionally, whenever an Invocation, Eldritch Blast Shape or Essence has a numeric effect which is based on Charisma bonus (such as the bonus to saves for Dark One's Luck), you may use your Intelligence bonus, or your Wisdom bonus in place of your Charisma Bonus (whichever of the 3 is highest).Special: You may buy this feat with Focus Features.

Eldritch Blast Combination:Requirements: Trissociate Eldritch Blast AssociateBenefit: By spending a full round action, you can use any standard action Eldritch Blast and take any one other standard action of your choosing, provided the other action is not another Eldritch Blast. However, your Eldritch Blast only does half its normal damage. This reduction in damage also applies to any effect that increases the damage of your eldritch blast (such as vitriolic blast). You can choose to use your Eldritch Blast first, or to take the other standard action first, in whichever order you prefer. Spellcasters commonly use this feat to combine Eldritch Blast with their spells. For example, as a full round action, you may fire your Eldritch Blast ray, and cast a standard action spell, although your Eldritch Blast ray only does half its normal damage.Special: You may buy this feat with Focus Features.

Special: You qualify for the following blast shapes and essences:

Eldritch Weapon Charge
Least; 1st level equivalent; Blast Shape
As a move action but no more than once per round, you can charge any weapon (including natural weapons, unarmed strikes and ranged weapon ammunition) with your Eldritch Blast. The next successful attack with that weapon also affects the target as if struck by your Eldritch Blast, and discharges the stored Eldritch energy. If not used by the start of your next turn, this energy charge dissipates. Use of this blast shape does not provoke attacks of opportunities. This blast shape can also be used as a free action (but still only once per round), in which case your Edritch Blast does half its normal damage. This reduction in damage also applies to any effect that increases the damage of your eldritch blast (such as vitriolic blast).Note: It is recommended that this invocation be used in place of Eldritch Glaive, which has very high damage potential, especially with the improved Eldritch Blast damage progression, on a build with high BAB, and extra attacks like Haste, Raging Mongoose and Robilar's Gambit, or which can make self copies via Fission and Body out of Body.

Improved Eldritch Cone
Dark; 8th; Blast Shape
This blast shape invocation allows you to invoke your eldritch blast as a 50-foot cone. The improved eldritch cone deals the normal eldritch blast damage to all targets within the area. This is not a ray attack, so it requires no ranged touch attack. Any creature in the area of the cone can attempt a Reflex save for half damage. Additionally, you can open up holes within the targeted area, each at least 5 ft cube in size, to avoid damaging allies.

Sacred/Profane Blast
Dark; 9th; Eldritch Essence
This eldritch essence allows you to change your eldritch blast into a Sacred or Profane Blast (those who use it call it different names according to their alignment, but the effect is the same). A Sacred/Profane Blast is imbued with a fragment of divine energy, that allows it to function where mortal magic would normally fail. It ignores spell resistance and magic immunity, and can be used even in an antimagic field or dead magic zone.

Automatic Mastery TalentsBoost Eldritch Blast: As a free action, you can spend Mastery points to increase the damage dealt by your Eldritch Blast, and its save DC (if any). When you use your Eldritch Blast, you can spend 1 Mastery point, to add a number of d6 dice equal to your Trissociate Bonus, to the Eldritch Blast damage. At the same time, you also add your Trissociate Bonus to the save DC (if any). This can only be applied once to each use of your Eldritch Blast. When used with Eldritch Blast options that reduce damage (e.g. secondary targets of Eldritch Chain), add the Boost Eldritch Blast bonus to the total damage first, before applying the reduction. This is a supernatural ability.

Invocations (Sp): You gain Charisma based Invocations according to the 'Invocations' columns above, with the Invocation grade in brackets. You may choose invocations from both the Warlock (Complete Arcane pg 5) and Dragonfire Adept list. Your Invoker level is equal to your Trissociate level. Whenever you gain a Trissociate level, you may swap an invocation known, with another of similiar grade.Special: If you took the Eldritch Blast Association, you may also purchase Invocations from this Association that apply to your Eldritch Blast. Additionally, you qualify for the following feat:

Insightful Invoker:Requirements: Trissociate Invocation Associate OR Trissociate Eldritch Blast AssociateBenefit: You may use either your Intelligence bonus, or your Wisdom bonus in place of your Charisma Bonus (whichever of the 3 is highest) to determine the save DC of your Invocations and your Eldritch Blast. Additionally, whenever an Invocation, Eldritch Blast Shape or Essence has a numeric effect which is based on Charisma bonus (such as the bonus to saves for Dark One's Luck), you may use your Intelligence bonus, or your Wisdom bonus in place of your Charisma Bonus (whichever of the 3 is highest).Special: You may buy this feat with Focus Features.

Minor Invoker: Your starter ability is a single Invocation. However, you can use this Invocation only once per day. Additionally, if the Invocation has duration, it lasts for a maximum of 10 minutes, or its stated duration whichever is shorter. These restrictions are removed, when you attain Invocation Associate level 1. If Invocation is your primary Association, then these restrictions never take effect at all, even at Trissociate level 1.

Share Invocation (Su): By spending a number of Mastery points equal to the invocation's effective spell level, you may cast an invocation that is normally personal only, on a willing target. The range of the invocation for that one casting is improved to touch. You can use this ability multiple times with the same invocation, and share it with multiple targets, provided you have the Mastery points to support it.

Second Invocation Instance (Su): Starting from Associate level 9, by spending a number of Mastery points equal to the invocations effective spell level, you may cast an invocation a second time to create a second effect, without ending the first effect. E.g. Nightmares Made Real can normally be only cast once. With Second Instance, you can spend 5 Mastery points (the effective spell level of Nightmares Made Real) and create a second area of effect, without ending the first. You can still only have 2 instances at most. This ability can also be used on certain personal spells (e.g. using Second Instance with Dark One's Luck lets you add your Charisma bonus to 2 saves).

Quicken Invocation (Su): Starting from Associate level 13, by spending a number of Mastery points equal to the invocations ESL, you may cast an invocation that normally takes a full round action or less, as a swift action. You may use this ability only at most once per turn, even if you have the ability to take multiple swift actions.

Limitless Invocation Instance (Su): You are no longer limited to just 2 instances with Second Instance. You can create as many instances as you wish, so long as you have the Mastery points to support them.

Magic Dilettante Association

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This is based on the Arcane Dilettante class feature from the Factotum, but modified to allow you to pick up spells from any one spellcasting class. E.g. a Nature oriented character could mimic Druid spells, a character in an Oriental setting could mimic Wu Jen spells etc.

Note that unlike Spellcasters/Manifesters, you can use these SLAs even if you have low mental stat score (e.g. if Stabby McFighter wants Haste). Unlike Magic Blooded, you can swap out your spells each day, which gives you far more versatility at the cost of less raw power (Need a skeleton army? Prepare Animate Dead. Need to get somewhere quickly? Prepare Teleport. Wondering what someone is up to? Prepare Scry. See how the Factotum in Silverclawshift's Crystal Cantrips was played).

Magic Dilettante Association Progression (Based on Associate Level)

Level

Dilettante Points

Dilettante Highest Spell Level

Special

Starter

1

0

1

3

0

2

4

0

3

5

1

4

7

1

5

9

2

6

11

2

7

14

3

8

17

3

9

20

4

10

24

4

11

28

5

12

32

5

13

37

5

14

42

5

15

48

6

16

54

6

17

61

6

18

68

6

19

76

7

Magic Dilettante Spell Like Abilities (Sp): When you gain this association, select a spellcasting class that provides 0th-9th levels spells. (E.g. within Core, there is Wizard/Sorcerer, Cleric and Druid. Outside of Core, there are other classes such as Wu Jen, Shugenja etc). If your selected class has a spell list that is customizable (e.g. Clerics can select domains which adds spells), then you may also customize your selected class spell list, and it cannot be changed thereafter (e.g. if you select Cleric, you may also pick 2 domains, and this choice is permanent once made).

You may mimic spells from your selected class spell list, as spell-like abilities (SLAs). The highest level of the spell you may emulate is indicated by the 'Dilettante Highest Spell Level' column. You have a pool of Dilettante Points according to the table above. At the start of each day, choose spells from your selected class list, that you may mimic for that day. Each spell you select takes up a number of Dilettante points equal to twice its spell level. A level 0 spell takes up 1 Dilettante point. You cannot choose spells if you have insufficient Dilettante points. Nor can you choose the same spell more than once. You may prepare a new list of spells to mimic each day, and any unused SLAs from the previous day are lost.

E.g. Lets say you have 4 Dilettante points, and your highest spell level is 1. You may select 2 level 1 spells, OR 1 level 1 spell and 2 level 0 spells, OR 4 level 0 spells. Additionally, you cannot select the same spell more than once, so you could take Magic Missile and Enlarge Person. But not 2 copies of Magic Missile.

Your SLAs functions in all ways like a normal SLA (e.g. caster level equal to your Trissociate level, same casting time as the original spell, no somatic of verbal components, high ability score not required to cast the SLA) except as noted here: If the original spell has any costly material component, XP cost, sacrifice or corruption cost for your selected spellcasting class, you must pay the same cost when casting your SLA. Non-costly material components are not required. A costly focus which is not expended by the original spell when it is cast, is also not required for your SLA. The Save DCs, where applicable, are based on your highest mental ability score- Intelligence, Wisdom or Charisma (10 + spell level + highest mental ability score modifier).

Automatic Mastery TalentsRecover Spell Like Ability (Magic Dilettante): You gain the Recover Spell Like Ability talent as described above.

Shadowcaster Class Features: You gain Shadowcaster class features (Tome of Magic pg 111), which works just like a normal Shadowcaster except as noted here. Your Shadowcaster class features are gained according to the progression in the table above.

Fundamental of Shadow (Su): You gain a single Intelligence-based Fundamental as a Shadowcaster. Your daily uses of your Fundamental are listed on the table above (Sc0).

Mysteries and Paths: You gain Intelligence-based Mysteries as a Shadowcaster. Your daily Mystery uses for each level follows the table above (Sc1-Sc9). Your Caster level is equal to your Trissociate level. Your Mysteries advance in form as a Shadowcaster's, following the table above. Unlike a normal Shadowcaster, you do not learn a new Mystery at every level. Instead, when you acquire access to a new Mystery level, you gain one Mystery known of that level. Your Mystery access and Mystery DCs are based on your Intelligence score. Unlike a normal Shadowcaster, you gain extra uses of your Mysteries known based on your Intelligence score, in the manner described below.Shadowcaster Extra Mystery Uses: You gain extra mystery uses based on your Intelligence score, but instead of the normal formula, your extra mystery uses are calculated using the method described above.

Shadowcaster Poison Immunity (Ex): You gain immunity to all poisons.Special: If you already have Poison Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves.

Shadowcaster Disease Immunity (Ex): You gain immunity to all diseases, including supernatural diseases.Special: If you already have Disease Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves.

Automatic Mastery TalentsRecover Mystery or Fundamental (Shadowcaster): You may recover an expended Mystery or Fundamental as if you did not use it. This is a supernatural ability. By entering Mastery Meditation and spending Mastery points equal to the Mystery's level, you may restore a previously used Mystery. Level 0 Fundamentals cost no Mastery points to restore in this manner. You may accelerate the conversion process by spending more Mastery points. By spending Mastery points equal to double the Mystery's level, you may recover that Mystery as a free action, even when you are not in Mastery Meditation. Level 0 Fundamentals cost 1 Mastery point to restore in this manner.

Truenamer Association

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This Barbarian Association was first written up by Xuldarinar. This Association only goes up to 4th level Lexicon of Perfected Map, so it does not gain access to Conjunctive Gate. Note that the official Truenamer is generally regarded to be broken (i.e. too weak) in its official state. If using this Association (or Truenamers in general), either reduce the skill check to 1xCR instead of 2xCR, OR allow the purchase of custom skill boosting items.

Truenamer Association Progression (Based on Associate Level)

Level

Lexicon of the Evolving Mind

Lexicon of the Crafted Tool

Lexicon of the Perfected Map

Special

Starter

1/1st

-

-

1

1/1st

-

-

Truenamer-Known Personal Truename

2

1/1st

-

-

3

2/2nd

-

-

4

2/2nd

-

-

5

2/2nd

1/1st

-

Truenamer-Knowledge Focus

6

2/2nd

1/1st

-

7

3/3rd

1/1st

-

Truenamer-Bonus Recitation Feat

8

3/3rd

1/1st

-

9

3/3rd

2/2nd

1/1st

Truenamer-Knowledge Focus

10

3/3rd

2/2nd

1/1st

11

4/4th

2/2nd

1/1st

Truenamer-See The Named

12

4/4th

2/2nd

1/1st

13

4/4th

3/3rd

2/2nd

Truenamer-Knowledge Focus

14

4/4th

3/3rd

2/2nd

15

5/5th

3/3rd

2/2nd

Truenamer-Sending

16

5/5th

3/3rd

2/2nd

17

5/5th

4/4th

3/3rd

Truenamer-Knowledge Focus

18

5/5th

4/4th

3/3rd

19

6/6th

5/5th

3/3th

Truenamer-Speak Unto The Masses

Truenamer Skills: Add Truespeak to your Trissociate class skill list.

Truenamer Class Features: You gain Truenamer class features (Tome of Magic pg 198), which works just like a normal Truenamer except as noted here. Your Truenamer class features are gained according to the progression in the table above.

Utterances (Sp): You gain the Utterances class feature, as the Truenamer class feature, except as noted here. Your utterances known for each lexicon follows the table above. The numbers indicate your utterances known/highest level of utterances for that particular lexicon.

Automatic Mastery TalentsBoost Truespeak: As a free action, by spending 2 mastery points, you may add your Trissociate level as a bonus to any Truespeak check you make. This stacks with the Skill Boost Learnable Mastery Talent if you have it, although Skill Boost seperately costs another Mastery point.

Incarnate Association

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RequirementsAlignment: An Incarnate Associate must pick one extreme alignment component (good, evil, law, or chaos) and must be neutral in regards to the other alignment component.

Incarnate Class Features: You gain Incarnate class features (Magic of Incarnum pg 20), which works just like a normal Incarnate except as noted here. Your Incarnate class features are gained according to the progression in the table above. You use your Trissociate level to determine the Meldshaper level, for soulmelds shaped by your Incarnate Association.

Incarnate-Detect Opposition 1/day (Sp): Your starter ability is to use Detect Opposition, as an Incarnate of the appropriate type, but you can only use it once per day, with no recovery mechanism. Only after attaining Associate level 1, can you use it at will.

Incarnate-Share Chakra (Su): Whenever you reshape your soulmelds, select a number of Soulmelds gained from your Incarnate Association, equal to the indicated number. You can bind these Soulmelds to a Chakra, and still benefit from a magic item that occupies the corresponding body slot. This functions like the Split Chakra feat for that body slot, except that you can change which soulmeld and body slot it applies to, each time you reshape your soulmelds.

Totemist Class Features: You gain Totemist class features (Magic of Incarnum pg 29), which works just like a normal Totemist except as noted here. Your Totemist class features are gained according to the progression in the table above. You use your Trissociate level to determine the Meldshaper level, for soulmelds shaped by your Totemist Association.

Totemist-Limited Meldshaping: Your starter ability is a single specific Soulmeld. Select any one Soulmeld that you qualify for, from the Totemist list. You can shape this Soulmeld, and this Soulmeld only. Upon reaching Associate level 1, this restriction is removed, and you can henceforth shape any Soulmeld you qualify for. If Totemist is your primary Association, then these restrictions never take effect at all, even at Trissociate level 1.

Totemist-Share Chakra (Su): Whenever you reshape your soulmelds, select a number of Soulmelds gained from your Totemist Association, equal to the indicated number. You can bind these Soulmelds to a Chakra, and still benefit from a magic item that occupies the corresponding body slot. This functions like the Split Chakra feat for that body slot, except that you can change which soulmeld and body slot it applies to, each time you reshape your soulmelds.

Since the Wizard associate still gains access to his 9th level spells (as a capstone). Likewise the Incarnate/Totemist associate still has full access to their various Chakras. With the Totemist gaining the Heart Chakra and the Incarnate gaining Soul Chakra as their respective Capstones.

As mentioned above, each Association should be about 1/4 the power of a Tier 3 class. The Totemist is considered tier 3, but that is in part because he comes with a fair chassis (Medium BAB, 4 skill points, d8 hit dice). So taking this into account, I thought it would be fair for an Association to have ~1/3 of a Totemist class features. A Totemist gets 9 Soulmelds, 20 Essentia, and 5 Chakra Binds. Divide by 3, this would give 3 Soulmelds, 6.66 Essentia, and 1.66 Chakra Binds. I have decided to round up Essentia to 7 and Chakra Binds to 2, but at the cost of reducing Soulmelds to 2.

The Incarnate is considered tier 4, on a relatively poor chassis (poor BAB, 2 skill points, d6 hit dice). So again I thought it would be fair to have ~1/3 of his class features in an Association. An Incarnate gets 9 Soulmelds, 26 Essentia, and 5 Chakra Binds. Divide by 3, this would give 3 Soulmelds, 8.66 Essentia, and 1.66 Chakra Binds. I have decided to round up Essentia to 9 and Chakra Binds to 2, but at the cost of reducing Soulmelds to 2.

Since unlike full Incarnate/Totemists, Associates don't have enough Soulbinds to justify taking the Split Chakra feat, to simplify things, I have also included Share Chakra class feature. This grants Incarnate/Totemist associates the versatility of being able to bind their Soul Meld to any Chakra with a magic item, without having to worry about which Split Chakra feats to take to unlock magic item slots.

Some of you might be wondering why the Totemist gets limited Meldshaping, while the Incarnate does not. The simple answer is that (excluding Chakra binds) IMHO Incarnate soulmelds tend to be significantly stronger. Incarnates have things like Pauldrons of Health (disease immunity), Planar Ward (immune to mind control), and Dissolving Spittle (1d6 acid ranged touch attack), which are significant boosts to a level 1 character. Whereas Totemist soulmelds mostly just give some small bonus to something or other, which is more in line with what may be expected from a starter ability.

For the Totemist it might seem odd between levels 7-10 that both Totem Chakra and Least Chakras (Crown, Feet, Hands) are open, but only 1 Chakra bind available. There would be few situations where any Least Chakra would be used over the Totem Chakra, making their availability somewhat redundant. However, this "redundancy" also appears on the original Totemist at level 5, so it appears to be an intentional design.

Re: Trissociate [3.5 Base Class] (PEACH)

Martial & Melee Associations

Barbarian Association

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This Barbarian Association was first written up by Adam1949. Note that the design below tries to increase morale bonus to saves (arguably the weakest benefit of Rage) on the same level as additional rage per day (a fairly strong benefit), so that there are no dead levels.

Barbarian Class Features: You gain Barbarian class features, which works just like a normal Barbarian except as noted here. Your Barbarian class features are gained according to the progression in the table above. The benefits of your Rage do not follow the normal progression. Instead your Rage per day, and the benefits of Rage, are indicated in table above.

Automatic Mastery TalentsExtend Rage: As a free action, you may spend Mastery points to increase the length of your current rage. On the last round of your rage, you may spend 1 Mastery point to extend your rage by 1 round, so that the next round is the last round instead. You can repeat this for consecutive rounds, provided you have enough Mastery points. You can only use this ability if you are currently Raging.

Fighter Association

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Fighter Association Progression (Based on Associate Level)

Level

Effective Fighter Level

Special

Starter

1

1

1

Fighter-Bonus Feat

2

1

3

1

Fighter-Bonus Feat

4

1

5

2

Fighter-Bonus Feat

6

3

7

4

Fighter-Bonus Feat

8

5

9

6

Fighter-Bonus Feat

10

7

11

8

Fighter-Bonus Feat

12

9

13

10

Fighter-Bonus Feat

14

11

15

12

Fighter-Bonus Feat

16

13

17

14

Fighter-Bonus Feat

18

15

19

16

Fighter-Bonus Feat

Effective Fighter Level: You have an effective Fighter level according to this column, for the purpose of qualifying for feats. This stacks with actual levels of Fighter or effective Fighter levels from other classes, if you have them.Special: If you have a Battle Category Focus, your effective Fighter level is instead equal to your Trissociate level.

Fighter-Bonus Feat (Ex): You gain one Fighter feat which you qualify for. Additionally, you may also select Martial Weapon Proficiency and Armor Proficiency as your bonus feat, even though they are not normally Fighter feats.

Knight Class Features: You gain Knight class features, which works just like a normal Knight except as noted here. Your Knight class features are gained according to the progression in the table above. You may use your Trissociate level to determine the strength of your Knight abilities. You may use your Intelligence bonus or Wisdom bonus, instead of your Charisma bonus (whichever is the highest), to determine the saving throw DC for your Test of Mettle and Daunting Challenge class features. Additionally, the number of daily uses of your Knight's Challenge ability is equal to 1/2 your Trissociate level + your highest mental ability score modifier (Int, Wis or Cha; minimum once per day).

Knight-Medium Armor Mastery or Armor Proficiency (Ex): If you have Medium Armor proficiency, you gain Medium Armor Mastery as a Knight. If you do not have Medium Armor proficiency, you instead gain Medium Armor proficiency.

Knight-Heavy Armor Mastery or Armor Proficiency (Ex): If you have Heavy Armor proficiency, you gain Heavy Armor Mastery as a Knight. If you do not have Heavy Armor proficiency, you instead gain Heavy Armor proficiency.

Automatic Mastery TalentsRecover Knight's Challenge: As a free action which does not require Mastery Meditation, you may spend Mastery points to recover uses of your Knight's Challenge. You gain 1 Knight's Challenge for each Mastery point spent. You may not exceed your normal daily maximum.

Martial Initiator Maneuvers and Stances: Pick any 2 disciplines. If the discipline you selected requires a special feat to qualify for (e.g. certain homebrew disiplines), you must acquire that feat before learning maneuvers from that discipline. You gain maneuvers from these disciplines with your initiator level equal to your Trissociate level. Your maneuvers known and stances known are detailed in the table above. You always ready all the Martial Initiator maneuvers that you know (hence there is no maneuvers readied column). Unlike other Martial Adepts, you may not swap out your Martial Initiator maneuvers known when you level.

Martial Initiator Sublime Point Pool (Ex): You have a pool of Sublime Points, the maximum size of which is detailed in the table above. When you initiate a Martial Initiator maneuver, you must spend a number of Sublime Points equal to 3 times the maneuver's level (e.g. a Level 1 maneuver would cost 3 Sublime Points to use). You cannot initiate a maneuver if the Sublime Points spent would bring your pool below 0. The Maneuver is not expended, and is ready to initiate again the next round (provided you have the Sublime Points to support it). Your Sublime Point Pool gradually replenishes itself. Once per round, at the start of your turn, add the indicated Recovery number to your Sublime Point Pool. You cannot exceed your pool's maximum size.Special: If you have a Sublime Point Pool from more than one Association, you may combine them together into a single pool. This lets you use Sublime Points from one Association to initiate maneuvers gained from another Association. You can still only adopt one stance at a time.Note: Because you ready all the Martial Initiator association maneuvers which you know, you cannot apply the Adaptive Style feat, or the Extra Maneuver Readied feat to your Martial Initiator association (although you may still use it for other Martial Adept classes to which it applies). However you can still take and benefit normally from certain other Martial Adept Feats, such as Martial Study and Martial Stance. Additionally you qualify for the following feats:

Extra Sublime Points:Requirements: Trissociate Martial Initiator AssociateBenefit: Your Sublime Point Pool Maximum size increases by 3. You can take this feat multiple times, and its effects stack. Additionally, your Sublime Point Pool Recovery rate increases by the number of times you took this feat, divided by 2, round down (e.g. +1 when you have taken this feat twice).Special: You may buy this feat with Focus Features.

No Combat Recovery: Your starter ability is a single maneuver, selected as described above, from one of your 2 disciplines. You may use this maneuver once per encounter, spending 3 Sublime Points in the process. However, you have no Sublime Point recovery within combat (unless you also took the Extra Sublime Points feat), and so that maneuver can only be used once per encounter. When the fight is over, you may replenish your Sublime Point Pool by entering Mastery Meditation which restores it to full.

Automatic Mastery TalentsRecover Sublime Points: Without needing to enter Mastery Meditation, as a free action, you may spend Mastery points to regain Sublime Points. Each Mastery point you spend provides you with 3 Sublime Points. You still cannot exceed your pool's maximum size.

Perfect Saves: A Trissociate normally has 2 good saves and 1 weak save. However, when he chooses the Martial Sage Association, all 3 of his saves gain Good progression.

Ki Points (Su): A Martial Sage Associate gains a pool of Ki points based on his Trissociate level, according to the table above. As long as he has at least 1 point in his pool, he gains an untyped +2 bonus to will saving throws. He gains his Ki points (and bonus to will saves) as a starter ability, even if he does not yet have any abilities to spend Ki on. He can recover 1/8 of his pool (rounded up) for each hour of rest he takes. Hence he can completely restore his pool by resting for 8 hours, but even if his rest is interrupted, his Ki points will be partially restored. He may use his Ki points to perform a variety of tricks as listed below. Unless otherwise stated, the use of Ki points is a supernatural ability. While wearing medium or heavy armor, or carrying a medium or heavy load may affect his Wisdom Bonus to AC, it has no effect on his Ki points, or his usage of Ki abilities (including Ki Dodge). Finally, he qualifies for the following feat:

Archaic Sage:Requirements: Trissociate Martial Sage AssociateBenefits: You may use your Intelligence bonus, or your Charisma bonus instead of your Wisdom bonus (whichever of the 3 is highest), to calculate your Wisdom to AC bonus, and the bonus to attack and damage for the Zen Weapon Strike Martial Sage ability (if you have selected it)Special: You may buy this feat with Focus Features.

Maximum Ki Dodge Miss Chance (Su): By focusing his mind, a Martial Sage Associate finds he has a chance to dodge even the most accurate strikes. As a free action, he may choose to activate his Ki Dodge ability, and its effects last until the start of his next turn. Any enemy that tries to attack him with an attack that has an attack roll, has a chance of missing him. The maximum miss chance he can benefit from, is indicated in the table above. Activating Ki Dodge may cost Ki points depending on what amount of miss chance he chooses. He can choose to use less miss chance than his maximum, in order to conserve Ki points.

Ki Dodge Miss Chance

Ki Point Cost

20% or less

free

25-35%

1

40-50%

2

55-60%

3

Because this ability relies on the Sages speed and reaction, rather than any concealment effects, it works even against creatures with Blindsight, Touchsight, True Seeing and other such abilities that would normally ignore concealment. Blindfight also does not apply, although neither does Murky-Eyed. However, True Strike still works perfectly against it. Also, because it is not concealment, the miss chance of Ki Dodge provides none of the benefits of concealment either: A Martial Sage cannot use Ki Dodge to hide. And a rogue attacking him still does sneak attack damage (provided the rogue manages to hit).

Although the effect of Ki Dodge is different and seperate from normal (visual) concealment, it does not stack with normal concealment. If a Martial Sage Associate has both Ki Dodge and normal concealment, then only the highest miss chance applies.

Wisdom to AC (Ex): You gain the ability to add your Wisdom bonus (if any) as an untyped bonus to AC. This bonus to AC applies even against touch attacks or when you are flat-footed. You lose this bonus when you are immobilized or helpless, when you use a shield, or when you carry a medium or heavy load. This bonus to AC does not stack with that gained from the Monk, Ninja or Swordsage classes.

You may choose to have this AC bonus apply either only when you are unarmored, or when you are wearing light or no armor. If you choose for this AC to apply only when you are unarmored, you gain the Unarmored Speed Bonus and Additional Unarmored AC bonus as shown in the table above. These bonuses are untyped and stack with all other bonuses. If instead you choose this Wisdom AC bonus to apply even when you are in light armor, you do not gain either the Speed Bonus nor the Additional AC bonus.

Martial Sage Ability (Ex/Su): At the Associate levels indicated in the table above, a Martial Sage Associate can gain a special ability of his choice from among the following options, provided he meets the requirements.

Ki Parachute (Su):
You can spend one Ki point as a free action to slow your fall, as if under the effect of Feather Fall. This effect lasts for 1 round per Trissociate level, or until you land, whichever occurs first. Additionally, you can share this effect with your allies, but only if you touch them. And they benefit from the effect only as long as you maintain physical contact.

Zen Weapon Strike (Ex):
You can add your Wisdom bonus (if any) subject to a maximum cap of +2, to all your weapon attack rolls (including ranged weapons, natural weapons and unarmed strike), and to your Strength bonus for the purposes of calculating weapon damage rolls. This ability can be taken multiple times, each time increasing the cap by another +2. E.g. Lets say we have a Martial Sage Associate with 14 Strength (a bonus of +2) and 16 Wisdom (a bonus of +3). If he takes Zen Weapon Strike once, he can apply his Wisdom bonus subject to the +2 cap, as a bonus to his weapon attack rolls. He can also add this bonus to his Strength bonus for determining weapon damage, so his effective Strength bonus would be 2 Str + 2 Wis = +4. If he wields a weapon in his main hand, he adds +4 damage. If he wields a weapon in his off hand, he adds +2 damage. If he wields a weapon in two hands, he adds +6 damage. If he takes Zen Weapon Strike a second time, it raises his Wisdom bonus cap to +4, however he only has a Wisdom bonus of +3.

Lesser Senses (Ex):
You gain Blindsense equal to your Trissociate level x 5 ft. This stacks with any extraordinary Blindsense you have from other Associations.

Improved Senses (Su): (Requires: Trissociate Level 5, Lesser Senses)
You can see Invisible and Ethereal as the See Invisibility spell.

Perfect Senses (Su): (Requires: Trissociate Level 13, Greater Senses)
You can spend one Ki point as a free action, to gain a True Seeing effect, that lasts for until the start of your next turn.

Ki Lesser Ghost Jump (Su):
You can spend one Ki point as a standard action, to teleport a distance equal to (5*Trissociate Level) ft. This functions as Dimension Door, except as noted here. You must have line of sight and line of effect to your destination. You can bring along objects as long as their weight doesn't exceed your maximum load, but you may not bring along other creatures. You can continue to take actions after arriving at your destination, provided you have actions remaining.

Ki Lesser Ghost Phase (Su):
You can spend one Ki point as a free action, to grant all your weapons and armor the Ghost Touch property, until the start of your next turn. This lets you strike incorporeal creatures without suffering the normal miss chance.

Ki Improved Ghost Phase (Su): (Requires: Trissociate Level 9, Ki Lesser Ghost Phase)
By spending 3 Ki points as a swift action, a Martial Sage can now turn Incorporeal. If he continuously reactivates this ability at the start of each turn, he is treated as being Incorporeal non-stop. E.g. if he starts his next turn in solid matter, but he reactivates this ability at the start of that turn, he is treated as never having materialized this turn, and is hence not shunted to the nearest open space.

Ki Greater Ghost Phase (Su): (Requires: Trissociate Level 15, Ki Improved Ghost Phase)
This works as Ki Improved Ghost Phase, except as noted here. A Martial Sage can now turn either Incorporeal or Ethereal, choosing one or the other each time he activates this ability. Refer to here for some of the differences between Incorporeal and Ethereal.

Ki Lesser Ghost Fade (Su): (Requires: Trissociate Level 3)
You can spend 1 Ki point as a free action, to gain an invisibility effect (as the spell), until the start of your next turn. The effect ends if you attack any creature.

Ki Improved Ghost Fade (Su): (Requires: Trissociate Level 7, Ki Lesser Ghost Fade)
You can spend 2 Ki points as a free action, to gain a greater invisibility effect (as the spell), until the start of your next turn. You can attack creatures and still remain invisible.

Timeless Body (Ex): (Requires: Disease Immunity and Poison Immunity. It is permissible if these immunities come from other Associations. They need not necessarily be bought as Sage Abilities. But they must be from Associations and not race, templates, or other classes.)
You gain Timeless Body as a Monk.

Lesser Diamond Soul (Ex): (Requires: Trissociate Level 5)
You gain Spell Resistance equal to your Trissociate level + 3. Unlike normal Spell Resistance, you may lower it to receive beneficial spells as a free action. You may similiarly raise your lowered Spell Resistance again as a free action. You may choose to lower and raise your Spell Resistance, even if it is not your turn. This allows you to benefit from helpful spells with minimal consequences.

Acrobatic Charge (Ex):
You may charge over difficult terrain that normally slow movement, and through squares occupied by allies. This ability enables you to run down steep stairs, leap down from a balcony, or to tumble over tables to get to your target. Depending on the circumstance, you may still need to succeed on the appropriate checks (such as Balance, Jump or Tumble) to successfully move over the terrain.

Improved Flanking (Ex):
When you are flanking an opponent, you gain a +4 bonus on attacks instead of a +2 bonus on attacks. Other characters flanking with you do not gain this increased bonus.

Automatic Mastery TalentsRecover Ki: You can add Ki points back to your pool, although you may not exceed your normal maximum pool size. While in Mastery Meditation, you can spend 1 Mastery point to gain a number of Ki points equal to half your Trissociate Level (round down, minimum 1). You may accelerate the conversion process by spending more Mastery points. As a free action, you can spend 1 Mastery point to recover a number of Ki points equal to one quarter of your Trissociate Level (round down, minimum 1), even when you are not in Mastery Meditation. This is a supernatural ability.

Ranger Class Features: You gain Ranger class features, which works just like a normal Ranger except as noted here. Your Ranger class features are gained according to the progression in the table above.

Automatic Mastery TalentsBoost Favored Enemy Skill: As a free action, you may spend Mastery points to increase your Favored Enemy bonus to skill checks, for a previously selected Favored Enemy. By spending 1 Mastery point you can increase your Favored Enemy bonus by an amount equal to half Trissociate level (round down, minimum 1), for the purpose of skill checks.

This applies to all relevant Favored Enemy skill checks (Bluff, Listen, Sense Motive, Spot, and Survival) but not to weapon damage rolls. This bonus stacks with the Skill Boost Learnable Mastery Talent if you have it (although Skill Boost seperately costs another Mastery point). The effect lasts for 1 skill check, regardless of how long the check takes (E.g. a Survival check to track creatures of your Favored Enemy type can last for several hours).

E.g. lets say that you are a Ranger Associate. You have selected Undead as your one of your Favored Enemies, and your bonus is currently +4. On level 7 (half level round down is 3), by spending 1 Mastery point, you can increase your Undead Favored Enemy bonus from +4 to +7 for one skill check.

Boost Favored Enemy Bonus: As a free action, by spending 1 Mastery point, you can increase your Favored Enemy bonus, for a previously selected Favored Enemy, by an amount equal to your Trissociate bonus. This applies to both skill checks and weapon damage rolls. However, the effect only lasts until the start of your next turn.

Adaptation:
With DM permission, you may also choose acquire Ranger alternate class features. In some instances however, you may not necessarily have all the ranger's class features, that are modified by the ACF. In such cases some DM adjudication may be necessary on what abilities you may gain or lose:

Example 1:You could take the Urban Ranger alternate class features. Those class features which you possess may be replaced as normal.
*With DM permission, your Favored Enemy may be replaced with Favored Organization instead.
*Your Wild Empathy is only half as effective.
*You lose Woodland Stride and Camouflage.
*Your Hide in Plain Sight works in any environment.

But you do not have all the class features which the Urban Ranger replaces:
*Your Ranger association does not provide Track, and hence you do not gain Urban Tracking.
*Your Ranger association does not provide any spellcasting, and hence you do not gain any bonus spells.
*Your Ranger association does not provide any animal companion, and hence the companion medium size limit, would also not apply.

Chosen Weapon Type: When you select the Weapon Master association, you must select a weapon type (including both melee and ranged weapons) to which your class features apply. This selection is permanent barring special and intensive retraining (read: DM fiat). You can select unarmed strike as your chosen weapon, in which case some of the association class features, will change as described below.

Chosen Proficiency (Ex): As your starter ability, you gain proficiency with your Chosen Weapon Type. If you are already proficient with your Chosen Weapon, you get a bonus feat of your choice, provided that feat specifically applies only to your chosen weapon type (e.g. Weapon Focus is valid, but Weapon Finesse is not).

Special: If you selected unarmed strike as your chosen weapon type, you gain the Improved Unarmed Strike feat if you do not already have it. Or, if you already have the Improved Unarmed Strike feat, you gain a bonus feat of your choice, that specifically applies to Unarmed Strike.

Like a Monk, your unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. Unlike a monk, your hands must not be holding anything to use them in an unarmed strike. You also distinguish between your main hand and off-hand.

Additionally, when you make an unarmed strike, you can choose to use both arms together as if they were a single two-handed weapon. This allows you to do anything with them, as you might a normal two-handed weapon (except perhaps throwing the weapon). You can apply 1-1/2 your strength modifier as bonus damage, and when you power attack, you gain +2 damage for each -1 attack penalty.

Chosen Flurry (Ex): When you perform a full attack, or a charge attack with your chosen weapon type, you can choose to make one additional attack, at your highest BAB.Least: You make one extra attack, and all other attacks that round suffer from a -2 attack roll penalty.Lesser: Your extra attack, and all other attacks that round suffer from a -1 attack roll penalty.Improved: You no longer suffer an attack roll penalty for using Flurry.Greater: When you use flurry, you can now make 2 additional attacks at your highest BAB instead of just 1.

Chosen Weapon Ability: At the indicated levels, you may select an ability that applies to your chosen weapon type, from the menu below. Unless otherwise stated, each ability can only be selected once.

Magical Touch (Su): Whenever you hold a weapon whose type is your chosen weapon type, the weapon gains a +1 enhancement bonus on top of its existing enhancement effect. Treat a mundane weapon as having an enhancement bonus of +0, which becomes +1 in your hands, and hence counts as a magic weapon. Similiarly, if you hold a weapon with a +5 base enhancement bonus, it becomes +6 weapon in your hands, and hence counts as epic. This requires no action on your part, beyond simply holding the weapon. The effect ends the moment the weapon leaves your hands. If you selected unarmed strike as your chosen weapon type, you can apply Magical Touch to either your bare hands, or to your gauntlets as you wish. This ability can only be selected once.

Untouchable Weapon (Ex): You may add your Trissociate level to your rolls against any attack or effect that aims to damage or destroy your chosen weapon. This includes your opposed roll to resist sundering, and your saving throws against acid or rust effects (but only if these effects are directly targetting your chosen weapon). You cannot select this ability if your chosen weapon is unarmed strike.

Penetrating Strike (Ex): Whenever you use your chosen weapon to strike a creature with damage reduction, or an object with hardness, you may ignore 4 points of the effective damage reduction or hardness (to a minimum of 0) when rolling for damage. You may select this ability multiple times, and its effects stack. E.g. Lets say you have selected Penetrating Strike once, and strike a creature with 5/- damage reduction. The creature's damage reduction is considered to be 1/- when you roll for damage.

Bonus Feat: You may select any feat that you qualify for, provided that the feat applies only to your chosen weapon type. You may select this ability multiple times, choosing a different feat each time.

Chosen Weapon Bonus (Ex): When using your chosen weapon type, add the indicated number as an untyped bonus to your attack rolls for that chosen weapon type. You also add indicated number as a bonus to damage (this applies even to ranged weapons): If you wield your chosen weapon in one hand, add the indicated number as a bonus to damage. If you wield your chosen weapon in two or more hands, you instead add twice the indicated number as a bonus to damage (this also applies if your chosen weapon is unarmed strike and you use both arms together as if they were a single two-handed weapon).

Automatic Mastery TalentsChosen Damage Boost: When you hit with your chosen weapon, but before you roll for damage, you can trigger this ability at the cost of 1 Mastery point, to add a bonus to damage equal to your Trissociate level. This ability can be used at most once per round.

Chosen True Strike: When attacking with your chosen weapon, as part of the attack action, you may activate this ability at the cost of 1 Mastery point to gain a true strike effect on that attack roll. This ability can be used at most once per round.

Lesser Chosen Pounce: You can make extra attacks at the end of a charge, in addition to those granted by Flurry. This functions like pounce, except that you do not automatically get a full attack. By spending 1 Mastery point, you can make up to 2 additional attacks (provided you have them).

E.g. Lets say we have a level 7 Weapon Master Associate, who also has Battle Focus (hence his Base Attack Bonus is +7/+2). When he makes a charge attack, he can choose to use flurry to make 2 attacks at +7 BAB, but all his attacks for that round suffer from a -1 penalty. In addition, he can choose to use Chosen Pounce, which allows him to make up to 2 additional attacks. But he has only 1 additional attack at +2 BAB. If the Weapon Master Associate also has haste, he can spend 1 Mastery point to use Lesser Chosen Pounce, and make two additional attacks: one at the haste-granted +7 BAB, and the second at +2 BAB.

Chosen Pounce: This functions as Lesser Chosen Pounce, except as noted here. By spending 2 Mastery points, you can make a full attack at the end of a charge.

Wild Shape Association

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Wildshape can be used to assume a variety of animal forms. To represent a warrior who only fights in one form, consider using the Lycanthrope Association and changing the fluff.

Druid Class Features: You gain Druid class features, which works just like a normal Druid except as noted here. Your Druid class features are gained according to the progression in the table above. The benefits of your Wild Shape do not follow the normal progression. Instead your daily uses of Wild Shape, and the forms you may assume, are indicated in table above. You do not gain the ability to Wild Shape into Plants or Elementals.Special: You cannot use Wild Shape obtained from the Wild Shape Association, to qualify for prestige classes which require Wild Shape, (such as the Master of Many Forms, Complete Adventurer pg 58), unless you have at least 5 levels in the Trissociate base class.

Wild Shape-Normal Speech and Gesture (Su): You can speak and gesture normally while in Wild Shape. This allows you to supply the somatic and verbal components for spells (provided there are no other factors hindering your casting).

Wild Shape-Move Shift (Su): You can use Wild Shape as a move action instead of a standard action.

Re: Trissociate [3.5 Base Class] (PEACH)

Precision and Skill Associations

Cunning Association

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This is my attempt at incorporating the Factotum Inspiration system. I have decided to rename it as Cunning, since it has become quite different mechanically. You get more Cunning points than Inspiration (and they refresh every round), but their applications are not nearly as broken (e.g. no Cunning Surge action nova). Mostly, it makes adds your Intelligence bonus (or other mental stat if you take the Archaic Cunning feat) to various numbers. It also provides Swashbuckler class features as options.

Cunning Points (Ex): A Cunning Associate fights using his mind and his wits. You gain a pool of Cunning Points following the progression in the table above. This pool refills completely at the start of your turn, and any previously unused Cunning Points are lost. You qualify for the following feats:

Archaic CunningRequirements: Trissociate Cunning AssociateBenefits: You may use your Wisdom bonus, or your Charisma bonus, instead of your Intelligence bonus (whichever of the 3 is highest), to determine the bonus for your Cunning Abilities.Special: You may buy this feat with Focus Features.

Extra Cunning PointsRequirements: Trissociate Cunning AssociateBenefits: You gain 2 additional Cunning Points. This feat can be taken multiple times and its effects stack.Special: You may buy this feat with Focus Features.

Standard Cunning Abilities (Ex): Cunning Points may be spent to augment your abilities in a variety of ways. All Cunning Associates know the following Cunning Abilities by default. Even if they have 0 Cunning Points from their Cunning Association, they may still be able to activate these abilities from Cunning Points gained from other sources, such as the Extra Cunning Points feat. Unless otherwise stated, the use of Cunning Points is an extraordinary ability, that requires a free action, and which provides an untyped bonus that does not stack with itself.

Lesser Cunning Attack: When making an attack roll, you may spend 1 Cunning Point to add your Intelligence bonus to the roll. If you can make multiple attack rolls (e.g. iteratives from high BAB), each roll must be boosted separately.

Lesser Cunning Damage: After successfully hitting a target with any weapon (including melee weapons, ranged weapons and natural weapons), but before you roll for weapon damage, you may spend 1 Cunning Point to add your Intelligence bonus to weapon damage. You can use this ability even when your weapon damage is not determined by rolling, e.g. because your weapon only deals 1 point for base damage. If you hit multiple times per round (e.g. iteratives from high BAB), each weapon damage roll must be boosted separately.

Lesser Cunning Reduction: After successfully hitting a target with any weapon (including melee weapons, ranged weapons and natural weapons), but before you roll for weapon damage, you may spend 1 Cunning Point to lower your target's Damage Reduction or Hardness by an amount equal to your Intelligence bonus, for the purposes of calculating weapon damage. If you hit multiple times per round (e.g. iteratives from high BAB), each weapon damage roll must apply Lesser Cunning Reduction seperately.

Lesser Cunning Dodge: You can spend 1 Cunning Point to add your Intelligence bonus to your Armor Class against one opponent, which lasts until the start of your next turn. This is an untyped bonus that applies against touch attacks, and even when you are flat-footed. You can use this ability multiple times to gain a bonus against different opponents, but you cannot use it more than once during your turn against a single foe. You may gain this benefit even while wearing medium or heavy armor, or while carrying shields. You may activate this ability only during your turn.

Lesser Cunning Resistance: When making a saving throw, you may spend 1 Cunning Point to add your Intelligence bonus to the result. This can be used even when it is not your turn. This bonus also applies to any rerolls for that same saving throw, such as rerolls gained from Greater Cunning Resistance.

Learnt Cunning Ability (Ex): You may learn additional Cunning Abilities from the following list:

Additional Cunning Points:
You gain an additional 2 Cunning Points. This ability can be taken multiple times, and its effects stack.

Improved Cunning Attack:
This works like Lesser Cunning Attack, except that you can spend 3 Cunning Points to add your Intelligence bonus to all attack rolls until the start of your next turn. This does not stack with Lesser Cunning Attack.

Greater Cunning Attack: (Requires: Improved Cunning Attack)
When making an attack roll, after making the initial roll, but before its results are known (i.e. whether it hits or misses), you may spend 8 Cunning Points as an immediate action to make a second roll, and to take the better of the two rolls.

Improved Cunning Damage:
This works like Lesser Cunning Damage, except that you can spend 3 Cunning Points to add your Intelligence bonus to all weapon damage rolls until the start of your next turn. This does not stack with Lesser Cunning Damage.

Improved Cunning Reduction:
This works like Lesser Cunning Reduction, except that you can spend 3 Cunning Points to lower your target's Damage Reduction or Hardness by an amount equal to your Intelligence bonus for all your weapon damage rolls, until the start of your next turn. This does not stack with Lesser Cunning Reduction.

Improved Cunning Dodge:
This works like Lesser Cunning Dodge, except that you can spend 3 Cunning Point to add your Intelligence bonus to your Armor Class against all opponents, which lasts until the start of your next turn. This does not stack with Lesser Cunning Dodge.

Improved Cunning Resistance:
This works like Lesser Cunning Resistance, except that you can spend 3 Cunning Point to add your Intelligence bonus to all saving throws, which lasts until the start of your next turn. This does not stack with Lesser Cunning Resistance.

Greater Cunning Resistance: (Requires: Improved Cunning Resistance)
When making a saving throw, after making the initial roll, but before its results are known (i.e. whether it succeeds or not), you may spend 8 Cunning Points as an immediate action to make a second roll, and to take the better of the two rolls.

Lesser Cunning Penetration:
When rolling a check against spell or power resistance, you may spend 1 Cunning Point to add your Intelligence bonus to the check result. You can use this ability even when you are not rolling for the check, e.g. through use of the Arcane Mastery (Complete Arcane) feat. This only works for one check against one particular target. If you are rolling multiple checks (e.g. an area spell which affects multiple targets), each check must be boosted separately.

Improved Cunning Penetration: (Requires: Lesser Cunning Penetration)
This works like Lesser Cunning Penetration, except that you can spend 3 Cunning Point to add your Intelligence bonus to all checks made to overcome spell or power resistance, until the start of your next turn. This does not stack with Lesser Cunning Penetration.

Lesser Cunning Brawn:
When making Strength checks, and checks involving skills based on Strength (such as Climb), you may add your Intelligence bonus to the check result. This does not cost any Cunning Points.

Improved Cunning Brawn: (Requires: Lesser Cunning Brawn)
When making Dexterity checks (such as Initiative), and checks involving skills based on Dexterity (such as Hide), you may add your Intelligence bonus to the check result. This does not cost any Cunning Points.

Lesser Cunning Sense:
By spending 2 Cunning Points, you gain Blindsense to a distance of your Trissociate level x 5 ft, which lasts until the start of your next turn.

Lesser Cunning Movement:
You may spend 2 Cunning Points to stand up from Prone as a free action. This does not provoke attacks of opportunity.

Improved Cunning Movement: (Requires: Trissociate level 7, Lesser Cunning Movement)
You may spend 4 Cunning Points to move a distance equal to your current speed, as a swift action. This movement does not provoke attacks of opportunity. You may only use this ability to move, and may not take move-equivalent actions.

Greater Cunning Movement: (Requires: Trissociate level 13, Lesser Cunning Movement)
This works like Improved Cunning Movement, except that you may now spend 4 Cunning Points to move a distance equal to your current speed as a free action. You may use this ability multiple times per round, provided you have the Cunning Points to support it. This ability can only be used during your turn.

Cunning Luck:
Once per day, you may re-roll any failed attack roll, skill check, ability check, or saving throw. You must take the result of the re-roll, even if it's worse than the original roll. This does not cost any Cunning Points. Unlike Greater Cunning Resistance or Greater Cunning Attack, this occurs after you learn the result of the roll, and it is free action rather than an immediate action. This ability may be taken multiple times, and you gain one additional reroll per day each time.

Lesser Cunning Critical: (Requires: Trissociate level 11, Lesser Cunning Critical)
When you score a critical hit against a creature, you also deal 2 points of Strength damage to that creature. Creatures immune to critical hits are immune to this effect. This ability does not cost Cunning Points.

Improved Cunning Critical: (Requires: Trissociate level 15, Lesser Cunning Critical)
This works like Lesser Cunning Critical, except that you now deal a total of 2 points of Strength damage, and 2 points of Constitution damage, when you score a critical hit.

Acrobatic Charge:
You may charge over difficult terrain that normally slow movement, and through squares occupied by allies. This ability enables you to run down steep stairs, leap down from a balcony, or to tumble over tables to get to your target. Depending on the circumstance, you may still need to succeed on the appropriate checks (such as Balance, Jump or Tumble) to successfully move over the terrain. This ability does not cost Cunning Points.

Improved Flanking:
When you are flanking an opponent, you gain a +4 bonus on attacks instead of a +2 bonus on attacks. Other characters flanking with you do not gain this increased bonus. This ability does not cost Cunning Points.

Automatic Mastery TalentsBoost Cunning Points: As a free action, you may spend 1 Mastery point to gain 2 Cunning Points. This does not require Mastery Meditation. As per normal, these Cunning Points are lost if not used by the start of your next turn. You may use this ability even when it is not your turn.

Rogue Class Features: You gain Rogue class features, which works just like a normal Rogue except as noted here. Your Rogue class features are gained according to the progression in the table above. Special: You can trade your Trap Sense, to gain the Penetrating Strike ACF (Dungeonscape).

Others: Your Rogue Association starter ability is a single point of sneak attack damage.

Scout Class Features: You gain Scout class features (Complete Adventurer pg 10), which works just like a normal Scout except as noted here. Your Scout class features are gained according to the progression in the table above.

Others: Your starter ability is Battle Fortitude +1.

Scout-Camouflage or Scout Blindsense (Ex): You may choose to gain one of the following abilities. Either: Camouflage as a Scout, or Blindsense as described below.Scout Blindsense (Ex): You gain Blindsense to a distance equal to your Trissociate level x 5 ft.Special: If you already have Blindsense as an extraordinary ability from another Association (but not race, templates or other classes), their distance stacks.

Scout-Hide in Plain Sight or Scout Blindsight (Ex): If you previously selected the Camouflage ability, you now gain Hide in Plain Sight. If you previously selected Scout Blindsense, you now gain Blindsight as described below.Scout Blindsight (Ex): You gain Blindsight to a distance equal to your Trissociate level x 5 ft.Special: If you already have Blindsight as an extraordinary ability from another Association (but not race, templates or other classes), their distance stacks.

Automatic Mastery TalentsBoost Skirmish: As a free action, you may spend Mastery points to increase the damage dealt by a successful Skirmish. You activate this ability after making a successful Skirmish (i.e. it has hit the enemy) but before you roll for damage. This costs 1 Mastery point, and adds a number of d6 Skirmish dice, equal to your Trissociate bonus (E.g. a Trissociate bonus of +3 grants you an additional +3d6 of Sneak Attack damage). This ability can only be used once per round.

Shadow-Adept Association

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For a variant that gains Shadow SLAs instead of maneuvers, see the Shadow-Blooded Association.

Shadow Mantle (Su): At will, you can conceal yourself with shifting shadows. This ability provides concealment according to the table above. You can can dismiss or resume this effect as a free action. Darkvision and low-light vision offer no help in piercing the Shadow Mantle, but any creature that can see in magical darkness can ignore the miss chance, as can a creature with blindsight or true seeing. The shadows make it difficult to specifically target you, but your enemies are aware of your position. Hence you cannot use Shadow Mantle to make Hide checks. Shadow Mantle does not function in bright daylight, or similiar effects such as a daylight spell. It counts as the equivalent of a 3rd-level darkness effect for the purpose of interacting with light spells.

Shadow-Adept Chosen Energy Resistance (Ex): Select one of the following energy types (Cold). You gain Energy Resistance against that energy type equal to your Trissociate level. Each time you gain this ability, you must select a different energy type from the above list.Special: If you have the Chosen Energy Resistance class feature from different Associations, when you select the same energy type for multiple Associations, their effects stack. E.g. Lets say we have a Trissociate with the Half-Fiend and Half-Farspawn Associations. At level 20, he has Fiendish Chosen Energy Resistance to Fire, Cold, Electricity and Acid. He also has Farspawn Chosen Energy Resistance to Electricity and Acid. His Chosen Energy Resistance to Electricity and Acid for his two Associations would stack, and he would gain Energy Resistance equal to twice his Trissociate level to these two energy types.Special: Normally, for a given Association, you must select a different Chosen Energy Resistance each time. An exception occurs if you gain Energy Immunity as an extraordinary ability from an Association (but not race, templates or other classes). When you gain such Energy Immunity to the same energy type as one of your Chosen Energy Resistance, you may swap out that Chosen Energy Resistance for any other valid energy type (Fire, Cold, Acid, Electricity, Sonic), even if you already have Chosen Energy Resistance for that energy type. If you select the same energy type multiple times, their effects stack. E.g. A Half-Fiend Trissociate has Fiendish Chosen Energy Resistance towards: Fire, Cold, Acid, Electricity. Lets say he gains immunity to Electricity as an extraordinary ability from another Association. At this point, he can swap his Fiendish Chosen Energy Resistance (Electricity) for any other valid energy type. If he selects Fire, he would have 2 instances of Fiendish Chosen Energy Resistance (Fire), and their effects would stack.

Shadow-Adept Maneuvers and Stances: You gain maneuvers from the Shadow Hand discipline, with your initiator level equal to your Trissociate level. For Shadow Hand maneuvers which have a save DC that is normally based on Wisdom, the save DC is instead based on your highest mental ability score (Intelligence, Wisdom or Charisma). Your maneuvers known and stances known are detailed in the table above. You always ready all the Shadow Hand maneuvers that you know (hence there is no maneuvers readied column). Whenever you gain another Trissociate level, you may swap out one of your current Shadow Hand maneuvers for another Shadow Hand maneuver which you qualify for. You may not swap out your Shadow Hand stances.Special: With DM permission, you may swap out Shadow Hand for another discipline that is appropriate for a Shadow-Adept.

Shadow-Adept Sublime Point Pool (Ex): You have a pool of Sublime Points, the maximum size of which is detailed in the table above. When you initiate a Shadow-Adept maneuver, you must spend a number of Sublime Points equal to 3 times the maneuver's level (e.g. a Level 1 maneuver would cost 3 Sublime Points to use). You cannot initiate a maneuver if the Sublime Points spent would bring your pool below 0. The Maneuver is not expended, and is ready to initiate again the next round (provided you have the Sublime Points to support it). Your Sublime Point Pool gradually replenishes itself. Once per round, at the start of your turn, add the indicated Recovery number to your Sublime Point Pool. You cannot exceed your pool's maximum size.Special: If you have a Sublime Point Pool from more than one Association, you may combine them together into a single pool. This lets you use Sublime Points from one Association to initiate maneuvers gained from another Association. You can still only adopt one stance at a time.Note: Because you ready all the Shadow-Adept association maneuvers which you know, you cannot apply the Adaptive Style feat, or the Extra Maneuver Readied feat to your Shadow-Adept association (although you may still use it for other Martial Adept classes to which it applies). However you can still take and benefit normally from certain other Martial Adept Feats, such as Martial Study and Martial Stance. Additionally you qualify for the following feats:

Extra Sublime Points:Requirements: Trissociate Shadow-Adept AssociateBenefit: Your Sublime Point Pool Maximum size increases by 3. You can take this feat multiple times, and its effects stack. Additionally, your Sublime Point Pool Recovery rate increases by the number of times you took this feat, divided by 2, round down (e.g. +1 when you have taken this feat twice).Special: You may buy this feat with Focus Features.

Shadow Hide in Plain Sight (Su): You can attempt to hide even while being observed, provided certain other conditions are met. You can even hide yourself from view in the open without anything to actually hide behind:Lesser: You can attempt to hide, so long as you are in an area of magical darkness.Improved: You can attempt to hide, so long as you are in an area of shadowy illumination or darker, including total mundane darkness and magical darkness.Greater: You can attempt to hide, so long as you are in an area that does not have full daylight or similiar effect. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.

Improved Dark Vision (Ex): Your darkvision now lets you see normally even in magical darkness, to a range of 60 ft.

Shadow Speed Boost (Ex): You gain an untyped bonus to all your movement modes, equal to the number indicated in the brackets. This bonus applies even to movement modes which you gain, that are in temporary in nature, such as flight from a Fly spell.

One With Shadow (Ex): Your Shadow Hide in Plain Sight ability is now an extraordinary ability, that functions even in an anti-magic field. Additionally, your Shadow Hand maneuvers and stances which are normally supernatural abilities, may now also be used as extraordinary abilities.

Automatic Mastery TalentsRecover Sublime Points: Without needing to enter Mastery Meditation, as a free action, you may spend Mastery points to regain Sublime Points. Each Mastery point you spend provides you with 3 Sublime Points. You still cannot exceed your pool's maximum size.

Spellthief Class Features: You gain Spellthief class features, which works just like a normal Spellthief except as noted here. Your Spellthief class features are gained according to the progression in the table above. You may use your Trissociate level to determine the strength of your Spellthief abilities. The highest level spell you can steal, is indicated in the 'Spellthief-Steal Spell Highest Spell Level' column. If you are a spontaneous caster, you can use the stolen spell power to cast any spontaneous spell that you know of the same level or lower (effectively, this gives you one free casting of a known spontaneous spell). If you are a prepared caster, you can use the stolen spell power to cast any spell in a spell slot of the same level or lower, without expending that spell slot (effectively, this gives you one free casting of a prepared spell). You may use your Intelligence bonus or Wisdom bonus, instead of your Charisma bonus (whichever is the highest), to determine your daily uses of 'Spellthief-Detect Magic' and 'Spellthief-Arcane Sight', the caster level cap for your 'Spellthief-Steal Spell Effect' ability, and the duration of your 'Spellthief-Steal Spell Resistance' ability.Psionic Adaptation: As noted in the sidebar for the original Spellthief, if psionics are common in your game, you have two options. The first is to allow Spellthieves to affect both spells and psionic powers. The second is to create a new Association, the Psithief, that functions identically to the Spellthief except that its special abilities affect psionic powers only.Others: You qualify for the following feats:

Re: Trissociate [3.5 Base Class] (PEACH)

Support Associations

Animal Companion Association

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This pretty much follows the Druid progression except as follows:
*There is also the Magical Companion option for Paladins and Mage-types.
*HD advancement has been smoothed out a little to remove dead levels. Instead of 2 HD every 3 levels, the Animal Companion gains 1/1/0 over the course of 3 levels. And on levels where HD does not advance, he gains access to alternate companion list.
*While basic progression follows the Druid, there is also the option of beefing up the companion through feats, subject to the HD cap of Trissociate level + Trissociate bonus. Hence with sufficient feat investment, it is possible to get a fairly strong at later levels.

Wild Empathy OR Magical Companion: When you select the Animal Companion association, pick either the Wild Empathy or the Magical Companion class feature.

Wild Empathy (Ex): You gain Wild Empathy as a Druid equal to your Trissociate level. This option is more suited for nature-themed characters.

Magical Companion (Ex): Your Animal Companion has its type changed to Magical Beast. If its intelligence score was lower than 3, it is increased to 3. Instead of bonus tricks, it gains a similiar bonus to intelligence score (e.g. bonus tricks +1, means that it gains an intelligence bonus of +1, for a total intelligence score of 4). It learns to speak a language of your choice. The choice of which language it knows is made when you first gain this feat and cannot be changed there after. It retains these benefits as long as it remains your Animal Companion, and loses them the moment it leaves your service (whether by death or release).

With DM permission, you may alter the appearance of your companion in some minor way with no mechanical benefit. This alteration is selected when you first gain a particular Animal Companion, and cannot be changed thereafter (but it still disappears when a particular animal leaves your service). Paladin Associates commonly take this option to create a powerful and intelligent mount, in place of the Special Mount that their compatriots normally get. Hence they make their Magical Companion look like either Celestial (for good Paladins) or Fiendish (for evil Paladins) creatures. Mage-type Trissociates may also use this as a substitute familiar.

Animal Companion (Ex): You gain an animal companion similiar to a Druid, except as noted here. You may only have 1 companion at a time. As with a Druid, you can release your Animal Companion. When you do not have a companion (whether it was released or killed) you may gain a new one by meditating for 24 uninterrupted hours (not prayer, as your Animal Companion is not a Divine gift, but follows you based on some undefined inner quality). However, the advancement of your Animal Companion does not follow the standard progression for Druids. Instead, it gains bonus HD, following the table above.

Your companion has bonus natural armor equal to its bonus HD (NOT total HD). Your companion also has a bonus to Strength, Dexterity and Constitution, and knows bonus tricks (or has an equivalent bonus to Intelligence if it is a magical companion), equal to half its bonus HD rounded down. E.g. So +0 at bonus HD +1, +1 at bonus HD +2/+3, etc. Unlike a Druid, your companion gains a bonus to Constitution as well as Strength and Dexterity. Your companion also receives additional abilities based on its bonus HD, as indicated below:

Animal Companion Bonus HD

Special Abilities

+0

Share Spells, Link

+1

Evasion

+3

Devotion

+5

Multiattack

+7

Improved Evasion

+9

Improved Multiattack

Like a Druid, an Animal Companion Associate of sufficiently high level, can choose more powerful animals. These alternative Animal Companions work similiarly to those available to a druid, but they only become available at the levels indicated in the table above. Apply the indicated adjustment to your Associate level (in parentheses) for purposes of determining the companion's bonus HD (and associated natural armor, Strength, Dexterity and Constitution adjustment, bonus tricks, and Special Abilities). However, your Animal Companion total HD has a maximum limit equal to your Trissociate level + Trissociate bonus.

Example 1: Lets say we have a Trissociate with Animal Companion as his primary association. He reaches level 4, and decides to change his Animal Companion to a black bear (a 3 HD animal). Following the table above, he takes a -3 adjustment to Associate level, for the purposes of calculating bonus HD. Hence he is treated as a 1st level Associate, and his black bear has a bonus HD of +0 from Trissociate levels.

You do not qualify for the Natural Bond feat. Instead, should you wish to improve your animal companion, you may take the following feats:

Improved Animal Companion:Requirements: Trissociate Animal Companion AssociateBenefit: Your Animal Companion gains a bonus of up to +2 HD. You may take this feat multiple times, and its effect stacks. However, your companion's total HD can never exceed your Trissociate level + Trissociate Bonus. You can purchase this feat even if your Animal Companion would not currently benefit from it, so that it may gain these benefits later on, when you gain additional Trissociate levels. This bonus HD also adds toward calculating your companion's bonus to natural armor, Strength, Dexterity, Constitution, bonus tricks (or intelligence if it is a magical companion), and additional special abilities. This feat does not actually improve your Associate level, and hence it does not qualify you for more advanced alternate list of Animal Companions.Special: You may buy this feat with Focus Features.

Example 2: Lets say we have a Trissociate with Animal Companion as his primary association. He selects a wolf as his animal companion, which starts with 2 HD. When he reaches Trissociate level 3, his wolf gains +2 HD as per the table above, bringing its total HD to 4 (the cap of Trissociate level + Trissociate bonus). However, at Trissociate level 4, his Wolf would not gain any HD. Hence, if he wants, our Trissociate can take the Improved Animal Companion feat on level 3, even though his wolf is already at the HD cap. The wolf would gain no benefit now, but when this Trissociate gains another level, his wolf would gain a total of +3 bonus HD (+2 from Trissociate levels and +1 partial benefit from this feat), bringing its total HD to 5.

Familiar Companion:Requirements: Trissociate Animal Companion Associate with Magical Companion.Benefit: Your Magical Companion gains additional abilities as if it was a familiar. Firstly, it counts as a familiar for spells and items that specifically target familiars. Hence you could cast Enhance Familiar (SpC 82) on your companion. However, it continues to use its own hit dice, hit points and skills ranks. If it is killed, you still do not lose XP, and can replace it as per normal. Additionally, at the Trissociate levels indicated below, it gains additional abilities as a familiar:
04. Empathic Link
07. Deliver Touch Spells
10. Speak with Animals of its kind
13. Scry on FamiliarSpecial: You may buy this feat with Focus Features.

Adaptation: One of the core premises of the Trissociate, is to allow the creation of character concepts not normally supported by the rules. Hence, with DM permission, you may also use other animals as your companion (or even more esoteric creatures such as magical beasts and vermin) besides those listed above. In essence, you could add other creatures to the list of selectable companions, even if they are not animals. You can approximate which levels they should be available at, by comparing their CR with other animals available at each given level. If you are using the Wild Empathy Option, then your chosen companion should be non-sentient (intelligence of 2 or lower). Otherwise, if you are using the Magical Companion option, your chosen companion can either be sentient (intelligence of 3 or higher) or non-sentient (Magical Companion will grant it sentience regardless).

Example 1: Lets say we have a Character who wants to ride around on a Monstrous Scorpion. Assuming that the Character is medium sized, we need a Monstrous Scorpion of at least Large size or greater in order for it to be rideable. A Large Monstrous Scorpion has 5 HD, Improved Grab and a CR of 3. Comparing it with other creatures on the list, we find that it is most similiar to the Lion, which is on the list at 7th level or higher (level -6). Hence, with DM permission, we could add Large Monstrous Scorpion to the 7th level or higher (level -6) list, for this character to pick. Since the Scorpion is non-sentient, we could use the Scorpion with both the Wild Empathy or Magical Companion options.

Example 2: Lets say that we have a Character based off the Dragon Knight concept. Now having a full blown Dragon as a Companion is probably too powerful. But we could use a Dragon-like creature such as a CR 7 Dragonne instead. Comparing it with other creatures on the list, we find that a Dragonne's CR is most similiar to the Dire Bear, which is on the list at 13th level or higher (level -12). Hence, with DM permission, we could add Dragonne to the 13th level or higher (level -12) list, for this character to pick. Since the Dragonne is sentient, we should only its use with the Magical Companion option.

Recover Companion (Ex): When you do not have an Animal or Magical Companion (regardless of whether it was killed or released), you may use this ability to obtain a new companion faster than normal, provided that your new companion is similiar to your previous companion (e.g. if your previous companion was a wolf, then you can only use Recover Companion to gain another wolf). If you want a different animal companion, you may still obtain it via the normal method of meditating for 24 hours. When using Recover Companion, the time it takes to gain a new companion is noted in the table above.Adaptation: Mechanically, this grants you a brand new companion. However, if the your previous companion was killed and its remains are available, you may also treat this ability as raising the old companion back to life. It returns at full strength, and hence loses no level, hit dice or constitution from this process.

Automatic Mastery TalentsAnimal Fast Healing: An Animal Companion Associate may spend 1 Mastery point to grant his Animal Companion fast healing equal to half his Trissociate level (round down, minimum 1) for 5 rounds. This fast healing stacks with one other source of fast healing of his choice (changeable every round). If he activates this talent while his Animal Companion is dying, the Companion is automatically stabilized.

Bard Association

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Bard Association Progression (Based on Associate Level)

Level

Special

Starter

1

Bardic Music, Inspire Courage +1

2

3

Bard Music Ability 1

4

5

Inspire Courage +2

6

7

Bard Music Ability 2

8

9

Inspire Courage +3

10

11

Bard Music Ability 3

12

13

Inspire Courage +4

14

15

Bard Music Ability 4

16

17

Inspire Courage +5

18

19

Bard Music Ability 5

Bard Skills: Add Perform to your Trissociate class skill list.

Bardic Music: You gain Bard Music class features as detailed in the table above. You have a number of songs per day equal to your Trissociate level. You gain Inspire Courage which improves at the levels indicated above. However, you do not naturally gain most normal Bard Songs. See Bard Music Ability below.

Bard Music Ability: A Bard Associate automatically learns Inspire Courage at Associate level 1. However, he does not naturally gain many of the Bard's other songs. Instead, he may choose to learn these other songs as additional Bard Music Abilities, at the levels specified in the table above. Each Bard Song has a minimum Bard Associate level requirement, and may also require previous knowledge of other songs. These requirements are indicated in the table below.

Bard Song

Requires Song

Minimum Trissociate Level

Countersong

-

1

Fascinate

-

1

Suggestion

Fascinate

7

Mass Suggestion

Suggestion

19

Inspire Competence

-

3

Inspire Greatness

-

11

Song of Freedom

-

15

Inspire Heroics

-

19

Dragon Shaman Association

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Dragon Shaman Association Progression (Based on Associate Level)

Level

Draconic Auras Prepared (Strength)

Special

Starter

-

Touch of Vitality (Heal Wounds)

1

3 (+1)

2

3 (+1)

3

3 (+1)

Touch of Vitality (Remove Minor Conditions)

4

3 (+1)

5

4 (+2)

6

4 (+2)

7

4 (+2)

Touch of Vitality (Remove Light Conditions)

8

4 (+2)

9

5 (+3)

10

5 (+3)

11

5 (+3)

Touch of Vitality (Remove Moderate Conditions)

12

5 (+3)

13

6 (+4)

14

6 (+4)

15

6 (+4)

Touch of Vitality (Remove Serious Conditions)

16

6 (+4)

17

7 (+5)

18

7 (+5)

19

7 (+5)

Commune with Dragon Spirit

Dragon Shaman Class Features: When you select the Dragon Shaman (Player Handbook 2 pg 11) Association, choose a Dragon type. If you have any other Dragon based Associations that require you to select a Dragon type, you must pick the same Dragon type as those Associations. Your Draconic Aura energy type follows the class features of a Dragon Shaman for the appropriate Dragon.

Because the Dragon Shaman association does not provide skills or Draconic Adaptations, you can even choose Dragon types not available to normal Dragon Shamans, provided these Dragon Types are somehow associated with one of the 5 classic energy types (acid, cold, electricity, fire and sonic). For a list of available Dragons, and their associated energy types refer to any of the following sources: Draconomicon pg 166, Races of Dragon pg 103.

Draconic Auras Prepared: Unlike a normal Dragon Shaman, you do not select new auras as you progress. Instead, you prepare your auras. By resting for 8 hours, and then meditating for 1 hour, you can prepare a number of draconic auras as indicated by the number in the column. These auras remain prepared until you choose to prepare a different set in their place, through the process described above.

Touch of Vitality (Su): Your starter ability is the Touch of Vitality as a Dragon Shaman, except as noted here: Your Vitality pool is equal to 2x your Trissociate Level multiplied by (your Trissociate bonus plus your Charisma bonus if any). E.g. a level 3 Trissociate with 14 Charisma (a bonus of +2), and a Trissociate bonus of +1 would have a pool size of: 2 x 3 x (2+1) = 18. Additionally, you qualify for the following feat:

Insightful Vitality:Requirements: Trissociate Dragon Shaman AssociateBenefit: You may use either your Intelligence bonus, or your Wisdom bonus in place of your Charisma Bonus (whichever of the 3 is highest) to decide the size of your Touch of Vitality pool, and the number of points recovered using the Recover Vitality Mastery talent.Special: You may buy this feat with Focus Features.

Remove Minor Conditions (Su): You can choose to spend 5 Vitality points, to remove one of the following conditions: dazed, fatigued or sickened. You can also cure each point of ability damage, for 5 Vitality points (so 5 Vitality points for 1 ability damage, 10 points for 2 ability damage, and so on).

Remove Light Conditions (Su): You can choose to spend 10 Vitality points to remove one of the following conditions: exhausted, nauseated, poisoned, or stunned.

Remove Moderate Conditions (Su): You can choose to spend 20 Vitality points to remove one of the following conditions: blinded, deafened, diseased. You can also remove negative levels, at the cost of 20 Vitality points for each negative level.

Remove Major Conditions (Su): You can choose to spend 40 Vitality points to remove one of the following conditions: Feeblemind, Insanity, Confusion, and similar mental effects. You can also cure each point of ability drain, for 40 Vitality points (so 40 Vitality points for 1 ability drain, 80 points for 2 ability drain, and so on). You can also remove unwanted polymorph effects (such as flesh to stone and baleful polymorph) but not voluntary polymorph effects (such as wildshape).

Automatic Mastery TalentsBoost Draconic Aura: As a free action, by spending Mastery points, you may increase the power of your Draconic Auras. By spending 1 Mastery point, you can add your Trissociate bonus to your Aura's numerical bonus. The effect lasts for 1 round, until the start of your next turn. If you can project more than one Aura at once (e.g. Double Draconic Aura), then you must spend 1 Mastery point to boost each Aura seperately. This is a supernatural ability.

Widen Draconic Aura: As a free action, by spending Mastery points, you may increase the range of your Draconic Auras. For each Mastery point you spend, the aura area widens by another 30 ft (2 points for a extra 60 ft and so on). The effect lasts for 1 minute/Trissociate level, and persists even if you switch auras during this period. There is no limit to how far you can widen your Draconic Aura, although you need the Mastery points to support it. This is a supernatural ability.

Recover Vitality: As a free action, you can add points to your Touch of Vitality pool, although you may not exceed your maximum Vitality pool size. While in Mastery Meditation, you can spend 1 Mastery point to recover a number of Vitality points equal to (your Trissociate level + your Trissociate bonus + your Charisma bonus if any). You may accelerate the conversion process by spending more Mastery points. Even when you are not in Mastery Meditation, as a free action, by spending 1 point, you can recover a number of vitality points equal to half of (your Trissociate level + your Trissociate bonus + your Charisma bonus if any) round down, minimum 1. This is a supernatural ability.

Adaptation
The Draconic Auras are strongly linked to a particular energy type (acid, cold, electricity, fire). This Association might hence be adapted to fit an "Elemental Shaman" concept, possibly taken in conjunction with the Elemental Savant association.

Marshal Class Features: You gain Marshal class features, which works just like a normal Marshal except as noted here. Your Marshal class features are gained according to the progression in the table above.

Marshal Minor Auras Prepared: Unlike a normal Marshal, you do not select new auras as you progress. Instead, you prepare your auras. By resting for 8 hours, and then meditating for 1 hour, you can prepare a number of Marshal minor auras as indicated by the number in the column. These auras remain prepared until you choose to prepare a different set in their place, through the process described above. Additionally, you qualify for the following feat:

Insightful Marshal:Requirements: Trissociate Marshal AssociateBenefit: You may use either your Intelligence bonus, or your Wisdom bonus in place of your Charisma Bonus (whichever of the 3 is highest) to decide the bonus granted by your Marshal association Minor Aura.Special: You may buy this feat with Focus Features.

Marshal Major Auras Prepared: This functions as 'Minor Auras Prepared', except that you can prepare a number of major auras, equal to the number indicated in the column. When you meditate to prepare your minor auras, you can prepare your major auras at the same time.

Limited Aura: Your starter ability is a single minor aura. When you select Marshal as your secondary association, select any one minor aura. You can project this aura only, and cannot prepare another in its place (see 'Minor Auras Prepared' above). Additionally, the bonus which this aura may provide is capped at a maximum of +1. when you attain Associate level 1, these restrictions are removed. If Marshal is your primary association, these restrictions never comes into play.

Automatic Mastery TalentsBoost Marshal Aura: As a free action, by spending Mastery points, you may increase the power of your Major Aura (but not your Minor Aura). By spending 1 Mastery point, you can add your Trissociate bonus to your Major Aura's numerical bonus. The effect lasts for 1 round, until the start of your next turn. If you can somehow project more than one Major Aura at once, then you must spend 1 Mastery point to boost each Aura seperately. This is a supernatural ability.

Widen Marshal Aura: As a free action, by spending Mastery points, you may increase the range of your Major and/or Minor Auras. For each Mastery point you spend, the aura area widens by another 60 ft (2 points for a extra 120 ft and so on). You must spend points to widen each aura seperately. The effect lasts for 1 minute/Trissociate level, and persists even if you switch auras during this period. There is no limit to how far you can widen your Major and Minor Aura, although you need the Mastery points to support it. This is a supernatural ability.

Re: Trissociate [3.5 Base Class] (PEACH)

Half-Blood Associations (Part 1)

While the name "Half-Blood" implies that these Associations are the result of one parent being the specified creature type, that need not always be the case.
*Sometimes, the Trissociate is a particularly strong manifestation of some distant non-humanoid ancestor.
*At others, the blood lineage is faint, but is gradually augmented as the Trissociate advances and unlocks the secrets of his bloodline, much like a Dragon Disciple.
*Alternatively, these Associations may be used to signify that the Character IS a creature of that type, but has yet to access the full powers available to his kind for whatever reason. In such cases, these Associations can be considered a method of mimicking savage species style monster progression.

Whenever the character has a type other than humanoid, and undergoes a type change, refer to the Type Pyramid (Savage Species 142) to determine whether or not the type change takes effect. Many of the half-blood associations provide a fixed list of Spell Like Abilities. However, with DM permission, you may choose to customize this SLA list to reflect a particular ancestry.

Bloodline Association
You may choose to take a Major Bloodline as one of your Associations. Besides the officially listed Bloodlines, your DM may also allow you to take a homebrew bloodline. Doing this works the same as a normal Bloodline, except as noted here:
*You do not take Bloodline levels, being chosen as an Association "pays" for the Bloodline.
*The Bloodline must always be taken as a Secondary Association
*However, despite being a Secondary association, you gain the Bloodline's benefits at the same Trissociate level (e.g. Bloodline level 1 at Trissociate level 1).

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Thanks to Pyromancer & Edrogrimshell for this suggestion. This is really meant to tie in with the various Homebrew bloodlines, which are reasonably powerful, especially all of Welknair's work. Those of you who want to use bloodlines without fiddling with bloodline levels can now do so easily enough.

The additional rules on being used as a Secondary Association with Primary Association progression is due to the 20 level spread of (most) Major Bloodlines, and the fact that they get their *real* special abilities at even levels. Since the Trissociate class was originally designed with the Secondary associations to provide class features at even levels (to minimize dead levels), the best logical fit then, is for Bloodline to take a Secondary Association slot, but without delayed progression.

The official bloodlines are generally noted to be rather weak. As such if you want to use them, you should probably combine two Major official Bloodlines into a single Association, to keep it competent. Although the backstory on how such a mixture of genetics took place might be a little squicky.

Divine-Blooded Association

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This Association is mix of the abilities which Demi-Gods (Divine Rank 0) and Abominations get. Despite its name, it could also be refluffed as Abomination-Blooded.

Divine-Blooded Fast Healing (Ex): You gain the indicated amount of fast healing as you progress. However, you are initially unable to fast heal all your HP. Instead, your fast healing brings you up to a maximum percentage of your HP (rounded down), as indicated within the brackets. E.g. Lets say we have level 1 Divine-Blooded primary associate. He uses maximum HP (d6) for 1st level, and has 14 Constitution, so his total HP is 8. His fast healing can take him to a maximum of 20% of his total HP or 1.6, which is rounded down to 1.Special: If you have multiple Associations which provide you with Fast Healing, their effects stack in the following manner. Each Association will fast heal back to its maximum and then stop. As long as it is active, each Association stacks with all other Associations. E.g. Lets say we have a level 3 Trissociate with 30 HP. One Association grants him Fast Healing 1 (40%), which will bring him back to 12 HP. Another grants him Fast Healing 1 (20%) which will bring him back to 6 HP. When he is below 6 HP, both are active, and they stack to give him Fast Healing 2. When he is between 6-12 HP, only the first one is active, giving him Fast Healing 1. When he is above 12 HP, both become inactive.

Divine-Blooded Bonus to Saves (Ex): You add your Trissociate level as a bonus to saving throws against: ability damage, ability drain, energy drain, death from massive damage, polymorph/petrification and mind-affecting. At later levels, you gain immunity to these various effects.

Divine-Blooded Chosen Energy Resistance (Ex): Select one of the following energy types (Fire, Cold, Electricity, Acid). You gain Energy Resistance against that energy type equal to your Trissociate level. Each time you gain this ability, you must select a different energy type from the above list.Special: If you have the Chosen Energy Resistance class feature from different Associations, when you select the same energy type for multiple Associations, their effects stack. E.g. Lets say we have a Trissociate with the Half-Fiend and Half-Farspawn Associations. At level 20, he has Fiendish Chosen Energy Resistance to Fire, Cold, Electricity and Acid. He also has Farspawn Chosen Energy Resistance to Electricity and Acid. His Chosen Energy Resistance to Electricity and Acid for his two Associations would stack, and he would gain Energy Resistance equal to twice his Trissociate level to these two energy types.Special: Normally, for a given Association, you must select a different Chosen Energy Resistance each time. An exception occurs if you gain Energy Immunity as an extraordinary ability from an Association (but not race, templates or other classes). When you gain such Energy Immunity to the same energy type as one of your Chosen Energy Resistance, you may swap out that Chosen Energy Resistance for any other valid energy type (Fire, Cold, Acid, Electricity, Sonic), even if you already have Chosen Energy Resistance for that energy type. If you select the same energy type multiple times, their effects stack. E.g. A Half-Fiend Trissociate has Fiendish Chosen Energy Resistance towards: Fire, Cold, Acid, Electricity. Lets say he gains immunity to Electricity as an extraordinary ability from another Association. At this point, he can swap his Fiendish Chosen Energy Resistance (Electricity) for any other valid energy type. If he selects Fire, he would have 2 instances of Fiendish Chosen Energy Resistance (Fire), and their effects would stack.

Divine-Blooded Ability Damage Immunity (Ex): Select one ability score from this list (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma). You gain immunity to Ability Damage to that score. Each time you gain this ability, select a different ability score.Special: If you already have Ability Damage Immunity to all the ability scores on the above list, as an extraordinary ability from other Associations (but not race, templates or other classes), each time you gain this class feature, you may instead choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves.

Divine-Blooded Ability Drain Immunity (Ex): Select one ability score from this list (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma). You gain immunity to Ability Drain to that score. Each time you gain this ability, select a different ability score.Special: If you already have Ability Drain Immunity to all the ability scores on the above list, as an extraordinary ability from other Associations (but not race, templates or other classes), each time you gain this class feature, you may instead choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves.

Divine-Blooded Energy Drain Immunity (Ex): You gain immunity to energy drain.Special: If you already have Energy Drain Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves.

Divine-Blooded Death From Massive Damage Immunity (Ex): You gain immunity to death form massive damage.Special: If you already have Death From Massive Damage Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves.

Divine-Blooded Polymorph/Petrification Immunity (Ex): You gain immunity to polymorph and petrification.Special: If you already have Polymorph/Petrification Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 2 hit point per hit dice. Or you gain +4 to all Fortitude saves. Or you gain +4 to all Reflex saves. Or you gain +4 to all Will saves.

Divine-Blooded Mind-Affecting Immunity (Ex): You gain immunity to mind-affecting effects.Special: If you already have Mind-Affecting Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 2 hit point per hit dice. Or you gain +4 to all Fortitude saves. Or you gain +4 to all Reflex saves. Or you gain +4 to all Will saves.

Divine-Blooded Outsider Transformation (Ex): Your ascension is complete. Choose any 2 different ability scores. You gain a +2 increment to each score, as if gained through level advancement. Your type changes to Outsider, with the Native subtype. However, you do not gain proficiency with Martial Weapons.

This Association, represents a slow transformation into an Elemental, with the associated immunities. Alternatively, if you want a warrior who uses elemental damage without necessarily gaining elemental immunities, consider taking the Sublime Association and using Desert Wind for fire damage (or a refluffed Arctic/Storm/Corrosive Wind dealing Ice/Lightning/Acid damage).

Elemental-Savant Association Progression (Based on Associate Level)

Level

Elemental Fortification

Elemental Strike: Damage

Elemental Strike: Range

Special

Starter

-

1

10 ft cone/20 ft line and ray

Elemental Bonus to Saves

1

10%

1d4

15 ft cone/30 ft line and ray

Darkvision 60 ft, Elemental Energy Resistance

2

10%

1d4

15 ft cone/30 ft line and ray

3

20%

2d4

20 ft cone/40 ft line and ray

No need for Food or Water

4

20%

2d4

20 ft cone/40 ft line and ray

5

30%

3d4

25 ft cone/50 ft line and ray

No need for Sleep

6

30%

3d4

25 ft cone/50 ft line and ray

7

40%

4d6

30 ft cone/60 ft line and ray

Elemental-Savant Flanking Immunity

8

40%

4d6

30 ft cone/60 ft line and ray

9

50%

5d6

35 ft cone/70 ft line and ray

No need to Breath

10

50%

5d6

35 ft cone/70 ft line and ray

11

60%

6d6

40 ft cone/80 ft line and ray

Elemental Energy Immunity

12

60%

6d6

40 ft cone/80 ft line and ray

13

70%

7d8

45 ft cone/90 ft line and ray

Elemental-Savant Poison Immunity

14

70%

7d8

45 ft cone/90 ft line and ray

15

80%

8d8

50 ft cone/100 ft line and ray

Elemental-Savant Paralysis Immunity

16

80%

8d8

50 ft cone/100 ft line and ray

17

90%

9d8

55 ft cone/110 ft line and ray

Elemental-Savant Stunning Immunity, Timeless Body

18

90%

9d8

55 ft cone/110 ft line and ray

19

100%

10d10

60 ft cone/120 ft line and ray

Elemental Transformation

Chosen Element and Energy: When you select the Elemental Savant Association, pick a subtype, which is associated with a given energy type. The available subtypes (and corresponding energy types) are: Earth (Acid), Fire (Fire), Air (Electricity), and Water (Cold). This selection is permanent barring special and intensive retraining (read: DM fiat).

Elemental Fortification (Ex): As you become more Elemental-like, you become less vulnerable to precision damage. When you are struck by a critical hit, or a precision damage attack (such as sneak attack, sudden strike or skirmish), there is a chance that the critical hit or precision damage is negated and damage is instead rolled normally, as indicated by the percentage in the column.Special: This class feature stacks with the highest fortification you currently have from one other source, to a maximum of 100%. E.g. Lets say you are a level 8 Trissociate with 40% fortification from this class feature. You also wear a suit of armor with light fortification (25%). You can stack both of these together for a total effective fortification of 65%. If you also carry a shield with light fortification, your total effective fortification is still 65%, since the light fortification from the shield and the suit of armor do not stack.Special: If you have selected 2 or more Associations which provide fortification as an extraordinary ability, they stack together in a special way. Firstly, your total fortification is equal to the fortification of all your associations summed together. You can no longer stack your total fortification with one other source (although you can still use another source if it is higher than your total fortification). Your maximum effective fortification is still 100%. But for every 25% your sum total fortification exceeds 100%, you may choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves. You can choose the same, or a different benefit each time your total fortification reaches the next 25% mark, and their effects stack. E.g. lets say a Trissociate has selected 2 Associations which provide 100% fortification by level 20. Lets say that on level 19, his total fortification is 190% (although his effective fortification is still only 100%). This exceeds the 100% cap by 90%, or 3 times (round down) of 25%. Hence he can gain the above mentioned bonus 3 times.

Elemental Strike (Su): At will, but no more than once per round, you may use an Elemental Strike. This does damage of your chosen energy type, according to the table above. As a supernatural ability, Elemental Strikes do not provoke Attacks of Opportunity. Your options are as follows:
*As a full round action, you can fire a cone or a line. Those caught in the area can make a reflex save to half the damage received (DC 10 + half your trissociate level + your highest mental ability score modifier). You can also use this ability as a standard action, but Elemental Strike only deals half its of normal damage.
*As a standard action, you can fire a ray. You must succeed on a ranged touch attack against a single target within range, but your target does not get a save.
*As a standard action, you can attempt a melee touch attack against a single target. If it hits, your target suffers Elemental Strike damage with no save.
*As a move action, you can charge any weapon (including natural weapons, unarmed strikes and ranged weapon ammunition) with elemental energy. The next successful attack with that weapon also deals Elemental Strike damage to the target, and discharges the elemental energy. There is no save to reduce the damage. If not used by the start of your next turn, this elemental energy charge dissipates. You can also charge your weapon as a swift action, but Elemental Strike only does half of its normal damage.

Elemental Strike Feats: When used as an area attack, your Elemental Strike counts as a Breath Weapon for the prerequisite and benefit of feats. Hence, you can augment your Elemental Strike with feats that also apply to breath weapons without a cooldown (similiar to a Dragonfire Adept from Dragon Magic). Additionally, you qualify for the Elemental Strike feats listed below.Special: You can qualify for the following feats from Races of Dragon despite not having the Dragonblood subtype: Entangling Exhalation, Exhaled Barrier and Exhaled Immunity.

Quicken Elemental Weapon Charge:Requirements: Trissociate Elemental-Savant AssociateBenefit: You may use Elemental Strike to charge any weapon as a free action, but Elemental Strike only does half of its normal damage. You still cannot use Elemental Strike more than once per round.Special: You may buy this feat with Focus Features.

Rapid Elemental Area Strike:Requirements: Trissociate Elemental-Savant AssociateBenefit: You may use Elemental Strike to fire a cone or a line with full damage as a standard action instead of a full round action. You still cannot use Elemental Strike more than once per round.Special: You may buy this feat with Focus Features.

Precise Elemental Area Strike:Requirements: Trissociate Elemental-Savant AssociateBenefit: When you use Elemental Strike to fire a cone or a line, you can open up holes within the targeted area, each at least 5 ft cube in size, to avoid damaging allies.Special: You may buy this feat with Focus Features.

Elemental Strike Combination:Requirements: Trissociate Elemental-Savant AssociateBenefit: By spending a full round action, you can use any standard action Elemental Strike and take any one other standard action of your choosing. However, your Elemental Strike only does half its normal damage. You can choose to use your Elemental Strike first, or to take the other standard action first, in whichever order you prefer. You can still only use Elemental Strike once per round. Spellcasters commonly use this feat to combine Elemental Strike with their spells. For example, as a full round action, you may fire your Elemental Strike ray, and cast a standard action spell, although your Elemental Strike ray only does half its normal damage.Special: You may buy this feat with Focus Features.

Elemental Strike Items: Like a Warlock, you may use the following items to augment your Elemental Strike.Gauntlets of Eldritch Energy (Magic Item Compendium): When activated, these gauntlets transform your Elemental Strike, so that it now deals energy damage of a type, as determined by the gauntlets.

Warlock's Sceptre (Magic Item Compendium) and Lesser and Greater Chasuble of Fell Power (Complete Arcane): These items increase the damage of a Warlock's eldritch blast, and can likewise be applied to your Elemental Strike. Normally these items improve a warlock's damage by a number of d6 dice. However, when applied to Elemental Strike, they instead improve damage, using the same type of dice which the Elemental Strike currently uses. For example, the Greater Chasuble of Fell Power would improve Eldritch Blast by 2d6. When applied to your Elemental Strike, it improves damage by 2dX, where X is the damage dice which your Elemental Strike currently uses.

Adaptation: It is quite possible for Elemental Strike not to be an energy, but a physical effect instead. An Earth Elemental Savant could fire a sandblast effect for his cone/line, and hurl a shard of rock as his ray. Similiarly, Water Savants could hammer their foes with solid ice, or 'hard' water, and Air Savants could use blasts of razor wind. In this case, the Elemental Strike deals physical damage, which is subject to DR. It deals bludgeoning, slashing, or piercing damage (choosable each time by the user), that is magical for the purposes of overcoming damage reduction.

Elemental Bonus to Saves (Ex): You add your Trissociate level as a bonus to saving throws against: poison, sleep effects, paralysis, and stunning. Later on, you gain immunity to these various effects.

No need for Food or Water (Ex): You no longer physically require food or water. But you can still consume it if you want to (e.g. to drink potions).

No need for Sleep (Ex): You no longer physically require sleep, although you must still rest to regain certain class features, such as spells. This also grants you immunity to sleep effects.

Elemental-Savant Flanking Immunity (Ex): You gain immunity to being flanked.Special: If you already have Flanking Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves.

No need to Breath (Ex): You no longer need to breath. This also grants you immunity to suffocation effects.

Elemental-Savant Poison Immunity (Ex): You gain immunity to all poisons.Special: If you already have Poison Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves.

Elemental-Savant Paralysis Immunity (Ex): You gain immunity to paralysis.Special: If you already have Paralysis Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 2 hit point per hit dice. Or you gain +4 to all Fortitude saves. Or you gain +4 to all Reflex saves. Or you gain +4 to all Will saves.

Elemental-Savant Stunning Immunity (Ex): You gain immunity to stunning.Special: If you already have Stunning Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 2 hit point per hit dice. Or you gain +4 to all Fortitude saves. Or you gain +4 to all Reflex saves. Or you gain +4 to all Will saves.

Elemental Transformation (Ex): Your ascension is complete. Your type changes to Elemental, and you gain the same subtype as your chosen element. However, unlike normal elementals, you can be restored to life by raise dead, reincarnate, resurrection, and similiar effects.

Automatic Mastery TalentsBoost Elemental Strike: As a free action, you can spend Mastery points to increase the damage dealt by your Elemental Strike, and its reflex save DC (if it is a cone or line). When you use your Elemental Strike, you can spend 1 Mastery point, to add a number of dice equal to your Trissociate Bonus, to the Elemental Strike damage. The dice type (i.e. d4, d6, d8, d10) is the same dice type that your Elemental Strike currently uses. At the same time, you also add your Trissociate Bonus to the reflex save DC (if it is a cone or line). This can only be applied once to each use of your Elemental Strike. When used with Elemental Strike options that reduce damage (e.g. Penetrating Elemental Strike feat deals 80% damage), add the Boost Elemental Strike bonus to the total damage first, before applying the reduction. This is a supernatural ability.

Half-Anarchic Association

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This is based on a mixture of the various Slaad and the Anarchic Template.

RequirementsAlignment: Half-Anarchics are usually Chaotic, but your DM may waive this requirement.

Half-Anarchic Physical Magic:Requirements: Trissociate Half-Anarchic AssociateBenefit: You may use the highest modifier from any of your ability scores, including physical ability scores, to decide the Save DC, of the Spell Like Abilities gained from your Half-Anarchic Association. This does not affect the Spell Like Abilities gained from other sources.Special: You may buy this feat with Focus Features.

Half-Anarchic Fast Healing (Ex): You gain the indicated amount of fast healing as you progress. However, you are initially unable to fast heal all your HP. Instead, your fast healing brings you up to a maximum percentage of your HP (rounded down), as indicated within the brackets. E.g. Lets say we have level 1 Half-Anarchic primary associate. He uses maximum HP (d6) for 1st level, and has 14 Constitution, so his total HP is 8. His fast healing can take him to a maximum of 20% of his total HP or 1.6, which is rounded down to 1.Special: If you have multiple Associations which provide you with Fast Healing, their effects stack in the following manner. Each Association will fast heal back to its maximum and then stop. As long as it is active, each Association stacks with all other Associations. E.g. Lets say we have a level 3 Trissociate with 30 HP. One Association grants him Fast Healing 1 (40%), which will bring him back to 12 HP. Another grants him Fast Healing 1 (20%) which will bring him back to 6 HP. When he is below 6 HP, both are active, and they stack to give him Fast Healing 2. When he is between 6-12 HP, only the first one is active, giving him Fast Healing 1. When he is above 12 HP, both become inactive.

Half-Anarchic Polymorph/Petrification Resistance (Ex): You add your Trissociate level as a bonus to saving throws against polymorph and petrification effects.

Anarchic Chosen Energy Resistance (Ex): Select one of the following energy types (Fire, Cold, Electricity, Acid, Sonic). You gain Energy Resistance against that energy type equal to your Trissociate level. Each time you gain this ability, you must select a different energy type from the above list.Special: If you have the Chosen Energy Resistance class feature from different Associations, when you select the same energy type for multiple Associations, their effects stack. E.g. Lets say we have a Trissociate with the Half-Fiend and Half-Farspawn Associations. At level 20, he has Fiendish Chosen Energy Resistance to Fire, Cold, Electricity and Acid. He also has Farspawn Chosen Energy Resistance to Electricity and Acid. His Chosen Energy Resistance to Electricity and Acid for his two Associations would stack, and he would gain Energy Resistance equal to twice his Trissociate level to these two energy types.Special: Normally, for a given Association, you must select a different Chosen Energy Resistance each time. An exception occurs if you gain Energy Immunity as an extraordinary ability from an Association (but not race, templates or other classes). When you gain such Energy Immunity to the same energy type as one of your Chosen Energy Resistance, you may swap out that Chosen Energy Resistance for any other valid energy type (Fire, Cold, Acid, Electricity, Sonic), even if you already have Chosen Energy Resistance for that energy type. If you select the same energy type multiple times, their effects stack. E.g. A Half-Fiend Trissociate has Fiendish Chosen Energy Resistance towards: Fire, Cold, Acid, Electricity. Lets say he gains immunity to Electricity as an extraordinary ability from another Association. At this point, he can swap his Fiendish Chosen Energy Resistance (Electricity) for any other valid energy type. If he selects Fire, he would have 2 instances of Fiendish Chosen Energy Resistance (Fire), and their effects would stack.

Half-Anarchic Polymorph/Petrification Immunity (Ex): You gain immunity to polymorph and petrification.Special: If you already have Polymorph/Petrification Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 2 hit point per hit dice. Or you gain +4 to all Fortitude saves. Or you gain +4 to all Reflex saves. Or you gain +4 to all Will saves.

Half-Anarchic Rapid Summons (Ex): You may use your Summoning Spell Like Abilities as a standard action. This only applies to the Summoning Spell Like Abilities gained from your Half-Anarchic Association.

Anarchic Outsider Transformation (Ex): Your ascension is complete. Choose any 2 different ability scores. You gain a +2 increment to each score, as if gained through level advancement. Your type changes to Outsider, with the Native subtype. However, you do not gain proficiency with Martial Weapons.

Automatic Mastery TalentsRecover Spell Like Ability (Half-Anarchic): You gain the Recover Spell Like Ability talent as described above.

Half-Anarchic Faster Healing: You gain the Faster Healing Talent as described above.

Half-Axiomatic Association

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This next one is based on a mixture of the various Formians and the Axiomatic Template. There was no easy way to include the Hive Mind ability, so I have instead given Half-Axiomatics telepathy and Contact Other Lawful Plane.

RequirementsAlignment: Half-Axiomatics are usually Lawful, but your DM may waive this requirement.

Half-Axiomatic Physical Magic:Requirements: Trissociate Half-Axiomatic AssociateBenefit: You may use the highest modifier from any of your ability scores, including physical ability scores, to decide the Save DC, of the Spell Like Abilities gained from your Half-Axiomatic Association. This does not affect the Spell Like Abilities gained from other sources.Special: You may buy this feat with Focus Features.

Half-Axiomatic Polymorph/Petrification Resistance (Ex): You add your Trissociate level as a bonus to saving throws against polymorph and petrification effects.

Axiomatic Chosen Energy Resistance (Ex): Select one of the following energy types (Fire, Cold, Electricity, Sonic). You gain Energy Resistance against that energy type equal to your Trissociate level. Each time you gain this ability, you must select a different energy type from the above list.Special: If you have the Chosen Energy Resistance class feature from different Associations, when you select the same energy type for multiple Associations, their effects stack. E.g. Lets say we have a Trissociate with the Half-Fiend and Half-Farspawn Associations. At level 20, he has Fiendish Chosen Energy Resistance to Fire, Cold, Electricity and Acid. He also has Farspawn Chosen Energy Resistance to Electricity and Acid. His Chosen Energy Resistance to Electricity and Acid for his two Associations would stack, and he would gain Energy Resistance equal to twice his Trissociate level to these two energy types.Special: Normally, for a given Association, you must select a different Chosen Energy Resistance each time. An exception occurs if you gain Energy Immunity as an extraordinary ability from an Association (but not race, templates or other classes). When you gain such Energy Immunity to the same energy type as one of your Chosen Energy Resistance, you may swap out that Chosen Energy Resistance for any other valid energy type (Fire, Cold, Acid, Electricity, Sonic), even if you already have Chosen Energy Resistance for that energy type. If you select the same energy type multiple times, their effects stack. E.g. A Half-Fiend Trissociate has Fiendish Chosen Energy Resistance towards: Fire, Cold, Acid, Electricity. Lets say he gains immunity to Electricity as an extraordinary ability from another Association. At this point, he can swap his Fiendish Chosen Energy Resistance (Electricity) for any other valid energy type. If he selects Fire, he would have 2 instances of Fiendish Chosen Energy Resistance (Fire), and their effects would stack.

Axiomatic Hive Mind Contact (Su): When you use your Contact Other Planes Spell Like Ability to contact a Lawful plane (e.g. one governed by a Lawful Deity), you automatically pass the Intelligence checks needed to avoid Intelligence/Charisma decrease. This only applies the Contact Other Planes Spell Like Ability gained from the Half-Axiomatic association.

Half-Axiomatic Polymorph/Petrification Immunity (Ex): You gain immunity to polymorph and petrification.Special: If you already have Polymorph/Petrification Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 2 hit point per hit dice. Or you gain +4 to all Fortitude saves. Or you gain +4 to all Reflex saves. Or you gain +4 to all Will saves.

Half-Axiomatic Rapid Summons (Ex): You may use your Summoning Spell Like Abilities as a standard action. This only applies to the Summoning Spell Like Abilities gained from your Half-Axiomatic Association.

Axiomatic Outsider Transformation (Ex): Your ascension is complete. Choose any 2 different ability scores. You gain a +2 increment to each score, as if gained through level advancement. Your type changes to Outsider, with the Native subtype. However, you do not gain proficiency with Martial Weapons.

Automatic Mastery TalentsRecover Spell Like Ability (Half-Axiomatic): You gain the Recover Spell Like Ability talent as described above.

Half-Celestial Physical Magic:Requirements: Trissociate Half-Celestial AssociateBenefit: You may use the highest modifier from any of your ability scores, including physical ability scores, to decide the Save DC, of the Spell Like Abilities gained from your Half-Celestial Association. This does not affect the Spell Like Abilities gained from other sources.Special: You may buy this feat with Focus Features.

Half-Celestial Progressive Wings 1 (Ex): You have a pair of fully formed wings, the description of which varies depending on your Half Blood Association. You can use your wings to aid your jumping (granting a +10 racial bonus on Jump checks).

Half-Celestial Progressive Wings 2 (Ex): You can now use your wings to glide. You fly 20 feet forward, for every 5 feet of descent. You glide at your base land speed with average maneuverability. You cannot glide while carrying a medium or heavy load. Your gliding allows you to negate damage from a fall from any height when you are conscious. If you becomes unconscious or helpless while in midair, your wings naturally unfurl, and powerful ligaments stiffen them. You descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.Special: If you already have Progressive Wings 2 from another association, you instead gain any bonus feat which you qualify for.

Half-Celestial Progressive Wings 3 (Ex): You gain a fly speed at your base land speed with average maneuverability. You cannot fly while carrying a medium or heavy load or while fatigued or exhausted. You can safely fly for a number of consecutive rounds equal to your Constitution modifier (minimum 1 round). You can double this length of flight but you are fatigued by such exertion. You are likewise fatigued after spending a total of more than 10 minutes per day flying. Because you can glide before, after, and between rounds of actual flight, you can remain aloft for extended periods, even if you only use flight for 1 round at a time without becoming fatigued.Special: If you already have Progressive Wings 3 from another association, you instead gain any bonus feat which you qualify for.

Half-Celestial Progressive Wings 4 (Ex): You now have enough stamina and prowess to fly without tiring. You can fly at your base land speed (average maneuverability) with no more exertion than walking or running.

Half-Celestial Progressive Wings 5 (Ex): Your flight speed improves to twice your base land speed, and you now have good maneuverability.

Half-Celestial Disease Resistance (Ex): You add your Trissociate level as a bonus to saving throws against all diseases.

Daylight X/day (Su): You gain the ability to use a Daylight effect (as the spell) a number of times per day equal to your Trissociate level. On Associate level 9, you can use this effect at will.

Celestial Chosen Energy Resistance (Ex): Select one of the following energy types (Cold, Electricity, Acid). You gain Energy Resistance against that energy type equal to your Trissociate level. Each time you gain this ability, you must select a different energy type from the above list.Special: If you have the Chosen Energy Resistance class feature from different Associations, when you select the same energy type for multiple Associations, their effects stack. E.g. Lets say we have a Trissociate with the Half-Fiend and Half-Farspawn Associations. At level 20, he has Fiendish Chosen Energy Resistance to Fire, Cold, Electricity and Acid. He also has Farspawn Chosen Energy Resistance to Electricity and Acid. His Chosen Energy Resistance to Electricity and Acid for his two Associations would stack, and he would gain Energy Resistance equal to twice his Trissociate level to these two energy types.Special: Normally, for a given Association, you must select a different Chosen Energy Resistance each time. An exception occurs if you gain Energy Immunity as an extraordinary ability from an Association (but not race, templates or other classes). When you gain such Energy Immunity to the same energy type as one of your Chosen Energy Resistance, you may swap out that Chosen Energy Resistance for any other valid energy type (Fire, Cold, Acid, Electricity, Sonic), even if you already have Chosen Energy Resistance for that energy type. If you select the same energy type multiple times, their effects stack. E.g. A Half-Fiend Trissociate has Fiendish Chosen Energy Resistance towards: Fire, Cold, Acid, Electricity. Lets say he gains immunity to Electricity as an extraordinary ability from another Association. At this point, he can swap his Fiendish Chosen Energy Resistance (Electricity) for any other valid energy type. If he selects Fire, he would have 2 instances of Fiendish Chosen Energy Resistance (Fire), and their effects would stack.

Half-Celestial Disease Immunity (Ex): You gain immunity to all diseases, including supernatural diseases.Special: If you already have Disease Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves.

Half-Celestial Rapid Summons (Ex): You may use your Summoning Spell Like Abilities as a standard action. This only applies to the Summoning Spell Like Abilities gained from your Half-Celestial Association.

Celestial Outsider Transformation (Ex): Your ascension is complete. Choose any 2 different ability scores. You gain a +2 increment to each score, as if gained through level advancement. Your type changes to Outsider, with the Native subtype. However, you do not gain proficiency with Martial Weapons.

Automatic Mastery TalentsRecover Spell Like Ability (Half-Celestial): You gain the Recover Spell Like Ability talent as described above.

Half-Dragon Association

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RequirementsAlignment: Usually, your alignment must match that of your chosen Dragon Type. But your DM may waive this requirement.Special: You must not already be a Half-Dragon.

Others: When you select this association, choose a Half-Dragon type. If you have any other Dragon based Associations that require you to select a Dragon type, you must pick the same Half-Dragon type as those Associations. For a list of available Half-Dragons, and their associated breaths and immunities refer to Draconomicon pg 166.

Ability Boost (Ex): Your ability scores increase as noted in the table above. These increases stack and are gained as if through level advancement. Select any 3 different ability scores except for Dexterity in order of priority (Dragons are mentally and physically superior to humanoids in all aspects except for Dexterity). We shall refer to these 3 selected scores as HDAB1, HDAB2 and HDAB3. These 3 ability score increase when you advance, as described in the table above.

Breath Weapon (Su): At Associate level 1, you gain a Breath Weapon which is usable as a standard action. Your Breath Weapon's shape and energy type is determined by your selected Dragon type. By default, after using your Breath Weapon, you must wait 1d4 round before you can use it again (although the application of Meta-Breath feats may increase the waiting time). Depending on your Breath Weapon's shape, its size is listed in the table above. Creatures hit by your Breath Weapon can make a reflex save to half the damage, with a DC equal to 10 + half your Trissociate level (round down) + your Constitution Modifier.

Half-Dragon Progressive Wings 1 (Ex): You have a pair of fully formed wings, the description of which varies depending on your Half Blood Association. You can use your wings to aid your jumping (granting a +10 racial bonus on Jump checks).

Half-Dragon Progressive Wings 2 (Ex): You can now use your wings to glide. You fly 20 feet forward, for every 5 feet of descent. You glide at your base land speed with average maneuverability. You cannot glide while carrying a medium or heavy load. Your gliding allows you to negate damage from a fall from any height when you are conscious. If you becomes unconscious or helpless while in midair, your wings naturally unfurl, and powerful ligaments stiffen them. You descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.Special: If you already have Progressive Wings 2 from another association, you instead gain any bonus feat which you qualify for.

Half-Dragon Progressive Wings 3 (Ex): You gain a fly speed at your base land speed with average maneuverability. You cannot fly while carrying a medium or heavy load or while fatigued or exhausted. You can safely fly for a number of consecutive rounds equal to your Constitution modifier (minimum 1 round). You can double this length of flight but you are fatigued by such exertion. You are likewise fatigued after spending a total of more than 10 minutes per day flying. Because you can glide before, after, and between rounds of actual flight, you can remain aloft for extended periods, even if you only use flight for 1 round at a time without becoming fatigued.Special: If you already have Progressive Wings 3 from another association, you instead gain any bonus feat which you qualify for.

Half-Dragon Progressive Wings 4 (Ex): You now have enough stamina and prowess to fly without tiring. You can fly at your base land speed (average maneuverability) with no more exertion than walking or running.

Half-Dragon Progressive Wings 5 (Ex): Your flight speed improves to twice your base land speed, and you now have good maneuverability.

Dragonblood Subtype (Ex): You gain the Dragonblood subtype. Refer to Races of Dragon (pg 4) for details on this subtype.

Others: You gain class features as per the Dragon Disciple prestige class according to the table above. However, you do not gain bonus arcane spells. Additionally, you qualify for the following feats.

Endure ExposureRequirements: Trissociate Half-Dragon AssociateBenefits: You gain the ability to cast a Spell Like Ability, similiar to Endure Exposure (Dragon Magic pg 80). This is an actual Spell-Like Ability rather than an invocation, and hence it has no verbal or somatic components, nor does it suffer from Arcane Spell Failure. You can use this Spell-Like Ability 2 times per day. For purposes of adjudicating effects dependent on spell level, treat Endure Exposure as a level 1 spell. You can recover daily uses of your Endure Exposure Spell Like Ability, as per the Recover Spell Like Ability talent (so spending 1 Mastery point to recover 1 use).Special: You may buy this feat with Focus Features.

Rapid BreathRequirements: Trissociate Half-Dragon Associate.Benefits: You can use your Breath Weapon as a swift action. Doing so adds 4 rounds to the recovery time of your breath weapon. Unlike Quicken Breath, you can use this feat, and the Maximize Breath Feat, on the same weapon at the same time, but doing so adds an additional 1 round to the recovery time of your breath weapon (on top of the 3 rounds from Maximize Breath, and the 4 rounds from Rapid Breath)Special: You may buy this feat with Focus Features.

Dragon Energy Resistance (Ex): You gain Energy Resistance to the same energy type that your chosen Dragon is immune to. If your chosen Dragon is immune to multiple energy types, choose just one to which your resistance applies. The amount of energy resistance is equal to your Trissociate Level x3. (E.g. 3 at level 1, 6 at level 2 and so on).

Half-Dragon Ability (Ex): Each time you gain a Half-Dragon Ability, choose from one of the following. You cannot select the same ability more than once.

Blindsense: You gain Blindsense to 30 ft.

Immunity to Sleep: You gain immunity to sleep effects.

Claws and Bite: You gain Claws and Bite attack, as appropriate for a Half-Dragon of your size.

Half-Dragon Paralysis Immunity (Ex): You gain immunity to paralysis.Special: If you already have Paralysis Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 2 hit point per hit dice. Or you gain +4 to all Fortitude saves. Or you gain +4 to all Reflex saves. Or you gain +4 to all Will saves.

Automatic Mastery TalentsQuicken Breath Weapon Recovery: As a free action, you can spend Mastery points to reduce the recovery time of you Breath Weapon. Spending 1 Mastery point reduces the recovery time by 1 round. If you reduce the recovery time to zero, you can use it again immediately during your action. This is a supernatural ability.

Boost Breath Weapon: As a free action, you can spend Mastery points to increase the damage dealt by your breath and the reflex save DC. When you use your Breath Weapon, you can spend 1 Mastery point, to add a number of dice equal to your Trissociate Bonus, to the Breath Weapon damage. The dice type (i.e. d4, d6, d8, d10) is the same dice type that your breath currently uses. If you apply meta-breath feats to your breath, the feat effects also apply to the extra damage dice. At the same time, you also add your Trissociate Bonus to the reflex save DC. You can only apply this talent at most once to each use of your breath weapon. This is a supernatural ability.

Half-Farspawn Association

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This next one is adapted and modified from the Lords of Madness version. The original Half-Farspawn Change Shape gave a creature immune to flanks and critical hits. (This is a rather odd, considering most Aberrations do not have immune to criticals). He also gains a total of 4 tentacle attacks, which might be overpowering at level 1. (He does lose existing natural attacks and associated special attacks like improved grab and rend, but that hardly matters to a humanoid).

Hence I used Alternate Form from the Pseudonatural Template (Complete Arcane 161) instead of Change Shape. Highly flavorful, yet mild enough to be used even as a Starter ability (effectively just +1 AC). And instead of getting 4 tentacle attacks at the start, he retains his normal attacks and gains up to 3 extra tentacles as he levels, regardless of form.

Because really, what player DOESN'T want to play some sort of cosmic horror?Carnage by doppingqnk used under Creative Commons Attribution License

Alternatively, there is now a proper Ozodrin Association further down this list. Or, if you want a mostly normal character that can shift into a monstrousity for a short while each day, consider using Akodrin bloodline.

RequirementsAlignment: Half-Farspawn are usually Chaotic Evil, but your DM may waive this requirement.Special: You must not already be a Half-Farspawn (Lords of Madness pg 152).

Half-Farspawn Physical Magic:Requirements: Trissociate Half-Farspawn AssociateBenefit: You may use the highest modifier from any of your ability scores, including physical ability scores, to decide the Save DC, of the Spell Like Abilities gained from your Half-Farspawn Association. This does not affect the Spell Like Abilities gained from other sources.Special: You may buy this feat with Focus Features.

Farspawn Alternate Form (Ex): As a standard action, you can assume a suitably grotesque form, sprouting non-functional cilia, extra eyes and mouths. Despite the alien appearance, your abilities remain unchanged. However, other creatures receive a -1 morale penalty on their attack rolls against you, when you are in this alternate form.

Half-Farspawn Poison Resistance (Ex): You add your Trissociate level as a bonus to saving throws against all poisons.

Half-Farspawn Blindsense (Ex): You gain Blindsense to a distance equal to your Trissociate level x 5 ft.Special: If you already have Blindsense as an extraordinary ability from another Association (but not race, templates or other classes), their distance stacks.

True Strike (Su): You can gain a +20 insight bonus on a single attack roll. This requires no action on your part beyond the action that makes the attack roll. In addition, you suffers no miss chance against a target that has concealment or total concealment for this attack roll.

Extra Tentacle (Ex): You grow an additional tentacle (on top of any you might already possess). You can use your tentacle(s) as natural weapons. When used as primary natural weapons, their bonus damage is equal to your strength bonus. When used as secondary natural weapons, they take -5 penalty to their attack roll, and their bonus damage is equal to half your strength bonus (rounded down). Your Extra Tentacles count as magic for the purposes of overcoming damage reduction. Their base damage and reach varies according to your size:

Size

Tentacle Damage

Reach with Tentacles

Fine

1

0 ft

Diminutive

1

0 ft

Tiny

1d2

0 ft

Small

1d3

5 ft

Medium

1d4

5 ft

Large

1d6

10 ft

Huge

1d8

15 ft

Gargantuan

2d6

20 ft

Colossal

3d6

30 ft

Farspawn Chosen Energy Resistance (Ex): Select one of the following energy types (Electricity, Acid). You gain Energy Resistance against that energy type equal to your Trissociate level. Each time you gain this ability, you must select a different energy type from the above list.Special: If you have the Chosen Energy Resistance class feature from different Associations, when you select the same energy type for multiple Associations, their effects stack. E.g. Lets say we have a Trissociate with the Half-Fiend and Half-Farspawn Associations. At level 20, he has Fiendish Chosen Energy Resistance to Fire, Cold, Electricity and Acid. He also has Farspawn Chosen Energy Resistance to Electricity and Acid. His Chosen Energy Resistance to Electricity and Acid for his two Associations would stack, and he would gain Energy Resistance equal to twice his Trissociate level to these two energy types.Special: Normally, for a given Association, you must select a different Chosen Energy Resistance each time. An exception occurs if you gain Energy Immunity as an extraordinary ability from an Association (but not race, templates or other classes). When you gain such Energy Immunity to the same energy type as one of your Chosen Energy Resistance, you may swap out that Chosen Energy Resistance for any other valid energy type (Fire, Cold, Acid, Electricity, Sonic), even if you already have Chosen Energy Resistance for that energy type. If you select the same energy type multiple times, their effects stack. E.g. A Half-Fiend Trissociate has Fiendish Chosen Energy Resistance towards: Fire, Cold, Acid, Electricity. Lets say he gains immunity to Electricity as an extraordinary ability from another Association. At this point, he can swap his Fiendish Chosen Energy Resistance (Electricity) for any other valid energy type. If he selects Fire, he would have 2 instances of Fiendish Chosen Energy Resistance (Fire), and their effects would stack.

Half-Farspawn Blindsight (Ex): You gain Blindsight to a distance equal to your Trissociate level x 5 ft.Special: If you already have Blindsight as an extraordinary ability from another Association (but not race, templates or other classes), their distance stacks.

Half-Farspawn Poison Immunity (Ex): You gain immunity to all poisons.Special: If you already have Poison Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves.

Half-Farspawn Flanking Immunity (Ex): You gain immunity to being flanked.Special: If you already have Flanking Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves.

Half-Farspawn Rapid Summons (Ex): You may use your Summoning Spell Like Abilities as a standard action. This only applies to the Summoning Spell Like Abilities gained from your Half-Farspawn Association.

Farspawn Outsider Transformation (Ex): Your ascension is complete. Choose any 2 different ability scores. You gain a +2 increment to each score, as if gained through level advancement. Your type changes to Outsider, with the Native subtype. However, you do not gain proficiency with Martial Weapons.

Automatic Mastery TalentsRecover Spell Like Ability (Half-Farspawn): You gain the Recover Spell Like Ability talent as described above.

Recover True Strike: By entering Mastery Meditation, you can recover uses of your True Strike ability. Unlike other conversions, you may not spend more points to recover this outside of Mastery Meditation. While in Mastery Meditation, you can spend 1 Mastery point to recover 1 daily use of True Strike. You cannot exceed your maximum daily uses.

Half-Fey Physical Magic:Requirements: Trissociate Half-Fey AssociateBenefit: You may use the highest modifier from any of your ability scores, including physical ability scores, to decide the Save DC, of the Spell Like Abilities gained from your Half-Fey Association. This does not affect the Spell Like Abilities gained from other sources.Special: You may buy this feat with Focus Features.

Half-Fey Progressive Wings (Ex): You gain Progressive Wings as appropriate for your ancestry. Fey wings usually resemble those of a particular insect, such as colourful butterfly or translucent dragonfly wings.

Half-Fey Progressive Wings 1 (Ex): You have a pair of fully formed wings, the description of which varies depending on your Half Blood Association. You can use your wings to aid your jumping (granting a +10 racial bonus on Jump checks).

Half-Fey Progressive Wings 2 (Ex): You can now use your wings to glide. You fly 20 feet forward, for every 5 feet of descent. You glide at your base land speed with average maneuverability. You cannot glide while carrying a medium or heavy load. Your gliding allows you to negate damage from a fall from any height when you are conscious. If you becomes unconscious or helpless while in midair, your wings naturally unfurl, and powerful ligaments stiffen them. You descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.Special: If you already have Progressive Wings 2 from another association, you instead gain any bonus feat which you qualify for.

Half-Fey Progressive Wings 3 (Ex): You gain a fly speed at your base land speed with average maneuverability. You cannot fly while carrying a medium or heavy load or while fatigued or exhausted. You can safely fly for a number of consecutive rounds equal to your Constitution modifier (minimum 1 round). You can double this length of flight but you are fatigued by such exertion. You are likewise fatigued after spending a total of more than 10 minutes per day flying. Because you can glide before, after, and between rounds of actual flight, you can remain aloft for extended periods, even if you only use flight for 1 round at a time without becoming fatigued.Special: If you already have Progressive Wings 3 from another association, you instead gain any bonus feat which you qualify for.

Half-Fey Progressive Wings 4 (Ex): You now have enough stamina and prowess to fly without tiring. You can fly at your base land speed (average maneuverability) with no more exertion than walking or running.

Half-Fey Progressive Wings 5 (Ex): Your flight speed improves to twice your base land speed, and you now have good maneuverability.

Charm Person X/day (Sp): You gain the ability to cast Charm Person as a Spell Like Ability, a number of time per day equal to your Trissociate level. Unlike other half-Fey, you cannot use this at will until Associate level 17.

Fey Ability Score Boost (Ex): Select one particular ability score, from: Dexterity, Intelligence, Wisdom or Charisma (but not Strength or Constitution). You gain +1 to that selected score, as if gained through level advancement. Each time you gain this, you may select the same or a different ability score.

Half-Fey Mind-Affecting Immunity (Ex): You gain immunity to mind-affecting effects.Special: If you already have Mind-Affecting Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 2 hit point per hit dice. Or you gain +4 to all Fortitude saves. Or you gain +4 to all Reflex saves. Or you gain +4 to all Will saves.

Automatic Mastery TalentsRecover Spell Like Ability (Half-Fey): You gain the Recover Spell Like Ability talent as described above.

Half-Fiend Physical Magic:Requirements: Trissociate Half-Fiend AssociateBenefit: You may use the highest modifier from any of your ability scores, including physical ability scores, to decide the Save DC, of the Spell Like Abilities gained from your Half-Fiend Association. This does not affect the Spell Like Abilities gained from other sources.Special: You may buy this feat with Focus Features.

Half-Fiend (Standard) Progressive Wings (Ex): You gain Progressive Wings as appropriate for your ancestry. Fiend wings are usually bat-like or black feathered wings. Your wings develop until stage 4, and then no further.

Half-Fiend (Standard) Progressive Wings 1 (Ex): You have a pair of fully formed wings, the description of which varies depending on your Half Blood Association. You can use your wings to aid your jumping (granting a +10 racial bonus on Jump checks).

Half-Fiend (Standard) Progressive Wings 2 (Ex): You can now use your wings to glide. You fly 20 feet forward, for every 5 feet of descent. You glide at your base land speed with average maneuverability. You cannot glide while carrying a medium or heavy load. Your gliding allows you to negate damage from a fall from any height when you are conscious. If you becomes unconscious or helpless while in midair, your wings naturally unfurl, and powerful ligaments stiffen them. You descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.Special: If you already have Progressive Wings 2 from another association, you instead gain any bonus feat which you qualify for.

Half-Fiend (Standard) Progressive Wings 3 (Ex): You gain a fly speed at your base land speed with average maneuverability. You cannot fly while carrying a medium or heavy load or while fatigued or exhausted. You can safely fly for a number of consecutive rounds equal to your Constitution modifier (minimum 1 round). You can double this length of flight but you are fatigued by such exertion. You are likewise fatigued after spending a total of more than 10 minutes per day flying. Because you can glide before, after, and between rounds of actual flight, you can remain aloft for extended periods, even if you only use flight for 1 round at a time without becoming fatigued.Special: If you already have Progressive Wings 3 from another association, you instead gain any bonus feat which you qualify for.

Half-Fiend (Standard) Progressive Wings 4 (Ex): You now have enough stamina and prowess to fly without tiring. You can fly at your base land speed (average maneuverability) with no more exertion than walking or running.

Half-Fiend (Standard) Progressive Wings 5 (Ex): Your flight speed improves to twice your base land speed, and you now have good maneuverability.

Half-Fiend (Standard) Poison Resistance (Ex): You add your Trissociate level as a bonus to saving throws against all poisons.

Fiendish Chosen Energy Resistance (Ex): Select one of the following energy types (Fire, Cold, Electricity, Acid). You gain Energy Resistance against that energy type equal to your Trissociate level. Each time you gain this ability, you must select a different energy type from the above list.Special: If you have the Chosen Energy Resistance class feature from different Associations, when you select the same energy type for multiple Associations, their effects stack. E.g. Lets say we have a Trissociate with the Half-Fiend and Half-Farspawn Associations. At level 20, he has Fiendish Chosen Energy Resistance to Fire, Cold, Electricity and Acid. He also has Farspawn Chosen Energy Resistance to Electricity and Acid. His Chosen Energy Resistance to Electricity and Acid for his two Associations would stack, and he would gain Energy Resistance equal to twice his Trissociate level to these two energy types.Special: Normally, for a given Association, you must select a different Chosen Energy Resistance each time. An exception occurs if you gain Energy Immunity as an extraordinary ability from an Association (but not race, templates or other classes). When you gain such Energy Immunity to the same energy type as one of your Chosen Energy Resistance, you may swap out that Chosen Energy Resistance for any other valid energy type (Fire, Cold, Acid, Electricity, Sonic), even if you already have Chosen Energy Resistance for that energy type. If you select the same energy type multiple times, their effects stack. E.g. A Half-Fiend Trissociate has Fiendish Chosen Energy Resistance towards: Fire, Cold, Acid, Electricity. Lets say he gains immunity to Electricity as an extraordinary ability from another Association. At this point, he can swap his Fiendish Chosen Energy Resistance (Electricity) for any other valid energy type. If he selects Fire, he would have 2 instances of Fiendish Chosen Energy Resistance (Fire), and their effects would stack.

Half-Fiend Bite and Claw (Ex): You gain two claw attacks and a bite attack as a Half-Fiend. Your claws are the primary natural weapon and when you fight without weapons, you can use a claw when making an attack action.

Half-Fiend (Standard) Poison Immunity (Ex): You gain immunity to all poisons.Special: If you already have Poison Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves.

Half-Fiend Rapid Summons (Ex): You may use your Summoning Spell Like Abilities as a standard action. This only applies to the Summoning Spell Like Abilities gained from your Half-Fiend Association.

Fiend Outsider Transformation (Ex): Your ascension is complete. Choose any 2 different ability scores. You gain a +2 increment to each score, as if gained through level advancement. Your type changes to Outsider, with the Native subtype. However, you do not gain proficiency with Martial Weapons.

Automatic Mastery TalentsRecover Spell Like Ability (Half-Fiend): You gain the Recover Spell Like Ability talent as described above.

Half-Fiend (Alu-Demon) Association

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This functions in all ways as per a standard Half-Fiend, except as noted here. Your Spell Like Abilities follows the list below:

Half-Alu-Demon Draining Touch (Su): You gain a touch attack, usable as a standard action once per round. This deals 1d6 points of negative energy damage, plus additional damage equal to your highest mental ability score bonus (Int, Wis or Cha). You gain half of any damage dealt in this manner back as healing. This replaces the Bite and Claw that a standard Half-Fiend normally gets.

Half-Fiend (Molydeus) Association

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This functions in all ways as per a standard Half-Fiend, except as noted here. Your Spell Like Abilities follows the list below:

Half-Molydeus Claws (Ex): You gain two claw attacks as a Half-Fiend, but no Bite attacks. This replaces the Bite and Claw that a standard Half-Fiend normally gets.

Half-Plant Association

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RequirementsSpecial: You cannot have the Woodling template (Monster Manual 3 pg 198). You must be corporeal, and your type must be animal, dragon, fey, giant, humanoid, magical beast, or monstrous humanoid.

Plant Fortification (Ex): As you become more Plant-like, you become less vulnerable to precision damage. When you are struck by a critical hit, or a precision damage attack (such as sneak attack, sudden strike or skirmish), there is a chance that the critical hit or precision damage is negated and damage is instead rolled normally, as indicated by the percentage in the column.Special: This class feature stacks with the highest fortification you currently have from one other source, to a maximum of 100%. E.g. Lets say you are a level 8 Trissociate with 40% fortification from this class feature. You also wear a suit of armor with light fortification (25%). You can stack both of these together for a total effective fortification of 65%. If you also carry a shield with light fortification, your total effective fortification is still 65%, since the light fortification from the shield and the suit of armor do not stack.Special: If you have selected 2 or more Associations which provide fortification as an extraordinary ability, they stack together in a special way. Firstly, your total fortification is equal to the fortification of all your associations summed together. You can no longer stack your total fortification with one other source (although you can still use another source if it is higher than your total fortification). Your maximum effective fortification is still 100%. But for every 25% your sum total fortification exceeds 100%, you may choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves. You can choose the same, or a different benefit each time your total fortification reaches the next 25% mark, and their effects stack. E.g. lets say a Trissociate has selected 2 Associations which provide 100% fortification by level 20. Lets say that on level 19, his total fortification is 190% (although his effective fortification is still only 100%). This exceeds the 100% cap by 90%, or 3 times (round down) of 25%. Hence he can gain the above mentioned bonus 3 times.

Plant Fire Vulnerability (Ex): As you unlock the powers of your plant ancestry, you also become more vulnerable to their weaknesses. You take the indicated percentage of extra damage from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Half-Plant Physical Magic:Requirements: Trissociate Half-Plant AssociateBenefit: You may use the highest modifier from any of your ability scores, including physical ability scores, to decide the Save DC, of the Spell Like Abilities gained from your Half-Plant Association. This does not affect the Spell Like Abilities gained from other sources.Special: You may buy this feat with Focus Features.

Plant Bonus to Saves (Ex): You add your Trissociate level as a bonus to saving throws against: sleep, paralysis, poisons, polymorph/petrification, stunning and mind affecting effects. At later levels, you gain immunity to these various effects, as noted in the table above.

Slam Attack (Ex): You gain a slam attack, if you do not already have one, whose damage follows the table below. If you already have one, you can choose to retain your old damage value, or use the appropriate value from the table below, whichever is better.

Size

Slam Damage

Fine

1

Diminutive

1d2

Tiny

1d3

Small

1d4

Medium

1d6

Large

1d8

Huge

2d6

Gargantuan

2d8

Colossal

4d6

Half-Plant Rapid Summons (Ex): You may use your Summoning Spell Like Abilities as a standard action. This only applies to the Summoning Spell Like Abilities gained from your Half-Plant Association.

Half-Plant Skill Bonus (Ex): You begin to physically resemble a plant to such an extent that you gain a +4 bonus on Hide checks and Move Silently checks in aboveground natural environments.

Half-Plant Poison Immunity (Ex): You gain immunity to all poisons.Special: If you already have Poison Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 1 hit point per hit dice. Or you gain +2 to all Fortitude saves. Or you gain +2 to all Reflex saves. Or you gain +2 to all Will saves.

Half-Plant Paralysis Immunity (Ex): You gain immunity to paralysis.Special: If you already have Paralysis Immunity as an extraordinary ability from another Association (but not race, templates or other classes), you may instead choose one of the following benefits: You gain an additional 2 hit point per hit dice. Or you gain +4 to all Fortitude saves. Or you gain +4 to all Reflex saves. Or you gain +4 to all Will saves.